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1 /*
2  * Copyright (C) 1997 Martin Jones (mjones@kde.org)
3  *           (C) 1997 Torben Weis (weis@kde.org)
4  *           (C) 1998 Waldo Bastian (bastian@kde.org)
5  *           (C) 1999 Lars Knoll (knoll@kde.org)
6  *           (C) 1999 Antti Koivisto (koivisto@kde.org)
7  * Copyright (C) 2003, 2004, 2005, 2006, 2008, 2009, 2010, 2013 Apple Inc. All rights reserved.
8  * Copyright (C) 2006 Alexey Proskuryakov (ap@nypop.com)
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Library General Public
12  * License as published by the Free Software Foundation; either
13  * version 2 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Library General Public License for more details.
19  *
20  * You should have received a copy of the GNU Library General Public License
21  * along with this library; see the file COPYING.LIB.  If not, write to
22  * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
23  * Boston, MA 02110-1301, USA.
24  */
25 
26 #include "config.h"
27 #include "core/rendering/RenderTableSection.h"
28 
29 #include <limits>
30 #include "core/rendering/GraphicsContextAnnotator.h"
31 #include "core/rendering/HitTestResult.h"
32 #include "core/rendering/PaintInfo.h"
33 #include "core/rendering/RenderTableCell.h"
34 #include "core/rendering/RenderTableCol.h"
35 #include "core/rendering/RenderTableRow.h"
36 #include "core/rendering/RenderView.h"
37 #include "core/rendering/SubtreeLayoutScope.h"
38 #include "wtf/HashSet.h"
39 
40 using namespace std;
41 
42 namespace WebCore {
43 
44 using namespace HTMLNames;
45 
46 // Those 2 variables are used to balance the memory consumption vs the repaint time on big tables.
47 static unsigned gMinTableSizeToUseFastPaintPathWithOverflowingCell = 75 * 75;
48 static float gMaxAllowedOverflowingCellRatioForFastPaintPath = 0.1f;
49 
setRowLogicalHeightToRowStyleLogicalHeight(RenderTableSection::RowStruct & row)50 static inline void setRowLogicalHeightToRowStyleLogicalHeight(RenderTableSection::RowStruct& row)
51 {
52     ASSERT(row.rowRenderer);
53     row.logicalHeight = row.rowRenderer->style()->logicalHeight();
54 }
55 
updateLogicalHeightForCell(RenderTableSection::RowStruct & row,const RenderTableCell * cell)56 static inline void updateLogicalHeightForCell(RenderTableSection::RowStruct& row, const RenderTableCell* cell)
57 {
58     // We ignore height settings on rowspan cells.
59     if (cell->rowSpan() != 1)
60         return;
61 
62     Length logicalHeight = cell->style()->logicalHeight();
63     if (logicalHeight.isPositive()) {
64         Length cRowLogicalHeight = row.logicalHeight;
65         switch (logicalHeight.type()) {
66         case Percent:
67             if (!(cRowLogicalHeight.isPercent())
68                 || (cRowLogicalHeight.isPercent() && cRowLogicalHeight.percent() < logicalHeight.percent()))
69                 row.logicalHeight = logicalHeight;
70             break;
71         case Fixed:
72             if (cRowLogicalHeight.type() < Percent
73                 || (cRowLogicalHeight.isFixed() && cRowLogicalHeight.value() < logicalHeight.value()))
74                 row.logicalHeight = logicalHeight;
75             break;
76         default:
77             break;
78         }
79     }
80 }
81 
82 
RenderTableSection(Element * element)83 RenderTableSection::RenderTableSection(Element* element)
84     : RenderBox(element)
85     , m_cCol(0)
86     , m_cRow(0)
87     , m_outerBorderStart(0)
88     , m_outerBorderEnd(0)
89     , m_outerBorderBefore(0)
90     , m_outerBorderAfter(0)
91     , m_needsCellRecalc(false)
92     , m_hasMultipleCellLevels(false)
93 {
94     // init RenderObject attributes
95     setInline(false); // our object is not Inline
96 }
97 
~RenderTableSection()98 RenderTableSection::~RenderTableSection()
99 {
100 }
101 
styleDidChange(StyleDifference diff,const RenderStyle * oldStyle)102 void RenderTableSection::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
103 {
104     RenderBox::styleDidChange(diff, oldStyle);
105     propagateStyleToAnonymousChildren();
106 
107     // If border was changed, notify table.
108     RenderTable* table = this->table();
109     if (table && !table->selfNeedsLayout() && !table->normalChildNeedsLayout() && oldStyle && oldStyle->border() != style()->border())
110         table->invalidateCollapsedBorders();
111 }
112 
willBeRemovedFromTree()113 void RenderTableSection::willBeRemovedFromTree()
114 {
115     RenderBox::willBeRemovedFromTree();
116 
117     // Preventively invalidate our cells as we may be re-inserted into
118     // a new table which would require us to rebuild our structure.
119     setNeedsCellRecalc();
120 }
121 
addChild(RenderObject * child,RenderObject * beforeChild)122 void RenderTableSection::addChild(RenderObject* child, RenderObject* beforeChild)
123 {
124     if (!child->isTableRow()) {
125         RenderObject* last = beforeChild;
126         if (!last)
127             last = lastRow();
128         if (last && last->isAnonymous() && !last->isBeforeOrAfterContent()) {
129             if (beforeChild == last)
130                 beforeChild = last->slowFirstChild();
131             last->addChild(child, beforeChild);
132             return;
133         }
134 
135         if (beforeChild && !beforeChild->isAnonymous() && beforeChild->parent() == this) {
136             RenderObject* row = beforeChild->previousSibling();
137             if (row && row->isTableRow() && row->isAnonymous()) {
138                 row->addChild(child);
139                 return;
140             }
141         }
142 
143         // If beforeChild is inside an anonymous cell/row, insert into the cell or into
144         // the anonymous row containing it, if there is one.
145         RenderObject* lastBox = last;
146         while (lastBox && lastBox->parent()->isAnonymous() && !lastBox->isTableRow())
147             lastBox = lastBox->parent();
148         if (lastBox && lastBox->isAnonymous() && !lastBox->isBeforeOrAfterContent()) {
149             lastBox->addChild(child, beforeChild);
150             return;
151         }
152 
153         RenderObject* row = RenderTableRow::createAnonymousWithParentRenderer(this);
154         addChild(row, beforeChild);
155         row->addChild(child);
156         return;
157     }
158 
159     if (beforeChild)
160         setNeedsCellRecalc();
161 
162     unsigned insertionRow = m_cRow;
163     ++m_cRow;
164     m_cCol = 0;
165 
166     ensureRows(m_cRow);
167 
168     RenderTableRow* row = toRenderTableRow(child);
169     m_grid[insertionRow].rowRenderer = row;
170     row->setRowIndex(insertionRow);
171 
172     if (!beforeChild)
173         setRowLogicalHeightToRowStyleLogicalHeight(m_grid[insertionRow]);
174 
175     if (beforeChild && beforeChild->parent() != this)
176         beforeChild = splitAnonymousBoxesAroundChild(beforeChild);
177 
178     ASSERT(!beforeChild || beforeChild->isTableRow());
179     RenderBox::addChild(child, beforeChild);
180 }
181 
ensureRows(unsigned numRows)182 void RenderTableSection::ensureRows(unsigned numRows)
183 {
184     if (numRows <= m_grid.size())
185         return;
186 
187     unsigned oldSize = m_grid.size();
188     m_grid.grow(numRows);
189 
190     unsigned effectiveColumnCount = max(1u, table()->numEffCols());
191     for (unsigned row = oldSize; row < m_grid.size(); ++row)
192         m_grid[row].row.grow(effectiveColumnCount);
193 }
194 
addCell(RenderTableCell * cell,RenderTableRow * row)195 void RenderTableSection::addCell(RenderTableCell* cell, RenderTableRow* row)
196 {
197     // We don't insert the cell if we need cell recalc as our internal columns' representation
198     // will have drifted from the table's representation. Also recalcCells will call addCell
199     // at a later time after sync'ing our columns' with the table's.
200     if (needsCellRecalc())
201         return;
202 
203     unsigned rSpan = cell->rowSpan();
204     unsigned cSpan = cell->colSpan();
205     const Vector<RenderTable::ColumnStruct>& columns = table()->columns();
206     unsigned nCols = columns.size();
207     unsigned insertionRow = row->rowIndex();
208 
209     // ### mozilla still seems to do the old HTML way, even for strict DTD
210     // (see the annotation on table cell layouting in the CSS specs and the testcase below:
211     // <TABLE border>
212     // <TR><TD>1 <TD rowspan="2">2 <TD>3 <TD>4
213     // <TR><TD colspan="2">5
214     // </TABLE>
215     while (m_cCol < nCols && (cellAt(insertionRow, m_cCol).hasCells() || cellAt(insertionRow, m_cCol).inColSpan))
216         m_cCol++;
217 
218     updateLogicalHeightForCell(m_grid[insertionRow], cell);
219 
220     ensureRows(insertionRow + rSpan);
221 
222     m_grid[insertionRow].rowRenderer = row;
223 
224     unsigned col = m_cCol;
225     // tell the cell where it is
226     bool inColSpan = false;
227     while (cSpan) {
228         unsigned currentSpan;
229         if (m_cCol >= nCols) {
230             table()->appendColumn(cSpan);
231             currentSpan = cSpan;
232         } else {
233             if (cSpan < columns[m_cCol].span)
234                 table()->splitColumn(m_cCol, cSpan);
235             currentSpan = columns[m_cCol].span;
236         }
237         for (unsigned r = 0; r < rSpan; r++) {
238             CellStruct& c = cellAt(insertionRow + r, m_cCol);
239             ASSERT(cell);
240             c.cells.append(cell);
241             // If cells overlap then we take the slow path for painting.
242             if (c.cells.size() > 1)
243                 m_hasMultipleCellLevels = true;
244             if (inColSpan)
245                 c.inColSpan = true;
246         }
247         m_cCol++;
248         cSpan -= currentSpan;
249         inColSpan = true;
250     }
251     cell->setCol(table()->effColToCol(col));
252 }
253 
rowHasOnlySpanningCells(unsigned row)254 bool RenderTableSection::rowHasOnlySpanningCells(unsigned row)
255 {
256     unsigned totalCols = m_grid[row].row.size();
257 
258     if (!totalCols)
259         return false;
260 
261     for (unsigned col = 0; col < totalCols; col++) {
262         const CellStruct& rowSpanCell = cellAt(row, col);
263 
264         // Empty cell is not a valid cell so it is not a rowspan cell.
265         if (rowSpanCell.cells.isEmpty())
266             return false;
267 
268         if (rowSpanCell.cells[0]->rowSpan() == 1)
269             return false;
270     }
271 
272     return true;
273 }
274 
populateSpanningRowsHeightFromCell(RenderTableCell * cell,struct SpanningRowsHeight & spanningRowsHeight)275 void RenderTableSection::populateSpanningRowsHeightFromCell(RenderTableCell* cell, struct SpanningRowsHeight& spanningRowsHeight)
276 {
277     const unsigned rowSpan = cell->rowSpan();
278     const unsigned rowIndex = cell->rowIndex();
279 
280     spanningRowsHeight.spanningCellHeightIgnoringBorderSpacing = cell->logicalHeightForRowSizing();
281 
282     spanningRowsHeight.rowHeight.resize(rowSpan);
283     spanningRowsHeight.totalRowsHeight = 0;
284     for (unsigned row = 0; row < rowSpan; row++) {
285         unsigned actualRow = row + rowIndex;
286 
287         spanningRowsHeight.rowHeight[row] = m_rowPos[actualRow + 1] - m_rowPos[actualRow] - borderSpacingForRow(actualRow);
288         if (!spanningRowsHeight.rowHeight[row])
289             spanningRowsHeight.isAnyRowWithOnlySpanningCells |= rowHasOnlySpanningCells(actualRow);
290 
291         spanningRowsHeight.totalRowsHeight += spanningRowsHeight.rowHeight[row];
292         spanningRowsHeight.spanningCellHeightIgnoringBorderSpacing -= borderSpacingForRow(actualRow);
293     }
294     // We don't span the following row so its border-spacing (if any) should be included.
295     spanningRowsHeight.spanningCellHeightIgnoringBorderSpacing += borderSpacingForRow(rowIndex + rowSpan - 1);
296 }
297 
distributeExtraRowSpanHeightToPercentRows(RenderTableCell * cell,int totalPercent,int & extraRowSpanningHeight,Vector<int> & rowsHeight)298 void RenderTableSection::distributeExtraRowSpanHeightToPercentRows(RenderTableCell* cell, int totalPercent, int& extraRowSpanningHeight, Vector<int>& rowsHeight)
299 {
300     if (!extraRowSpanningHeight || !totalPercent)
301         return;
302 
303     const unsigned rowSpan = cell->rowSpan();
304     const unsigned rowIndex = cell->rowIndex();
305     int percent = min(totalPercent, 100);
306     const int tableHeight = m_rowPos[m_grid.size()] + extraRowSpanningHeight;
307 
308     // Our algorithm matches Firefox. Extra spanning height would be distributed Only in first percent height rows
309     // those total percent is 100. Other percent rows would be uneffected even extra spanning height is remain.
310     int accumulatedPositionIncrease = 0;
311     for (unsigned row = rowIndex; row < (rowIndex + rowSpan); row++) {
312         if (percent > 0 && extraRowSpanningHeight > 0) {
313             if (m_grid[row].logicalHeight.isPercent()) {
314                 int toAdd = (tableHeight * m_grid[row].logicalHeight.percent() / 100) - rowsHeight[row - rowIndex];
315                 // FIXME: Note that this is wrong if we have a percentage above 100% and may make us grow
316                 // above the available space.
317 
318                 toAdd = min(toAdd, extraRowSpanningHeight);
319                 accumulatedPositionIncrease += toAdd;
320                 extraRowSpanningHeight -= toAdd;
321                 percent -= m_grid[row].logicalHeight.percent();
322             }
323         }
324         m_rowPos[row + 1] += accumulatedPositionIncrease;
325     }
326 }
327 
328 // Sometimes the multiplication of the 2 values below will overflow an integer.
329 // So we convert the parameters to 'long long' instead of 'int' to avoid the
330 // problem in this function.
updatePositionIncreasedWithRowHeight(long long extraHeight,long long rowHeight,long long totalHeight,int & accumulatedPositionIncrease,int & remainder)331 static void updatePositionIncreasedWithRowHeight(long long extraHeight, long long rowHeight, long long totalHeight, int& accumulatedPositionIncrease, int& remainder)
332 {
333     COMPILE_ASSERT(sizeof(long long int) > sizeof(int), int_should_be_less_than_longlong);
334 
335     accumulatedPositionIncrease += (extraHeight * rowHeight) / totalHeight;
336     remainder += (extraHeight * rowHeight) % totalHeight;
337 }
338 
distributeExtraRowSpanHeightToAutoRows(RenderTableCell * cell,int totalAutoRowsHeight,int & extraRowSpanningHeight,Vector<int> & rowsHeight)339 void RenderTableSection::distributeExtraRowSpanHeightToAutoRows(RenderTableCell* cell, int totalAutoRowsHeight, int& extraRowSpanningHeight, Vector<int>& rowsHeight)
340 {
341     if (!extraRowSpanningHeight || !totalAutoRowsHeight)
342         return;
343 
344     const unsigned rowSpan = cell->rowSpan();
345     const unsigned rowIndex = cell->rowIndex();
346     int accumulatedPositionIncrease = 0;
347     int remainder = 0;
348 
349     // Aspect ratios of auto rows should not change otherwise table may look different than user expected.
350     // So extra height distributed in auto spanning rows based on their weight in spanning cell.
351     for (unsigned row = rowIndex; row < (rowIndex + rowSpan); row++) {
352         if (m_grid[row].logicalHeight.isAuto()) {
353             updatePositionIncreasedWithRowHeight(extraRowSpanningHeight, rowsHeight[row - rowIndex], totalAutoRowsHeight, accumulatedPositionIncrease, remainder);
354 
355             // While whole extra spanning height is distributing in auto spanning rows, rational parts remains
356             // in every integer division. So accumulating all remainder part in integer division and when total remainder
357             // is equvalent to divisor then 1 unit increased in row position.
358             // Note that this algorithm is biased towards adding more space towards the lower rows.
359             if (remainder >= totalAutoRowsHeight) {
360                 remainder -= totalAutoRowsHeight;
361                 accumulatedPositionIncrease++;
362             }
363         }
364         m_rowPos[row + 1] += accumulatedPositionIncrease;
365     }
366 
367     ASSERT(!remainder);
368 
369     extraRowSpanningHeight -= accumulatedPositionIncrease;
370 }
371 
distributeExtraRowSpanHeightToRemainingRows(RenderTableCell * cell,int totalRemainingRowsHeight,int & extraRowSpanningHeight,Vector<int> & rowsHeight)372 void RenderTableSection::distributeExtraRowSpanHeightToRemainingRows(RenderTableCell* cell, int totalRemainingRowsHeight, int& extraRowSpanningHeight, Vector<int>& rowsHeight)
373 {
374     if (!extraRowSpanningHeight || !totalRemainingRowsHeight)
375         return;
376 
377     const unsigned rowSpan = cell->rowSpan();
378     const unsigned rowIndex = cell->rowIndex();
379     int accumulatedPositionIncrease = 0;
380     int remainder = 0;
381 
382     // Aspect ratios of the rows should not change otherwise table may look different than user expected.
383     // So extra height distribution in remaining spanning rows based on their weight in spanning cell.
384     for (unsigned row = rowIndex; row < (rowIndex + rowSpan); row++) {
385         if (!m_grid[row].logicalHeight.isPercent()) {
386             updatePositionIncreasedWithRowHeight(extraRowSpanningHeight, rowsHeight[row - rowIndex], totalRemainingRowsHeight, accumulatedPositionIncrease, remainder);
387 
388             // While whole extra spanning height is distributing in remaining spanning rows, rational parts remains
389             // in every integer division. So accumulating all remainder part in integer division and when total remainder
390             // is equvalent to divisor then 1 unit increased in row position.
391             // Note that this algorithm is biased towards adding more space towards the lower rows.
392             if (remainder >= totalRemainingRowsHeight) {
393                 remainder -= totalRemainingRowsHeight;
394                 accumulatedPositionIncrease++;
395             }
396         }
397         m_rowPos[row + 1] += accumulatedPositionIncrease;
398     }
399 
400     ASSERT(!remainder);
401 
402     extraRowSpanningHeight -= accumulatedPositionIncrease;
403 }
404 
cellIsFullyIncludedInOtherCell(const RenderTableCell * cell1,const RenderTableCell * cell2)405 static bool cellIsFullyIncludedInOtherCell(const RenderTableCell* cell1, const RenderTableCell* cell2)
406 {
407     return (cell1->rowIndex() >= cell2->rowIndex() && (cell1->rowIndex() + cell1->rowSpan()) <= (cell2->rowIndex() + cell2->rowSpan()));
408 }
409 
410 // To avoid unneeded extra height distributions, we apply the following sorting algorithm:
compareRowSpanCellsInHeightDistributionOrder(const RenderTableCell * cell1,const RenderTableCell * cell2)411 static bool compareRowSpanCellsInHeightDistributionOrder(const RenderTableCell* cell1, const RenderTableCell* cell2)
412 {
413     // Sorting bigger height cell first if cells are at same index with same span because we will skip smaller
414     // height cell to distribute it's extra height.
415     if (cell1->rowIndex() == cell2->rowIndex() && cell1->rowSpan() == cell2->rowSpan())
416         return (cell1->logicalHeightForRowSizing() > cell2->logicalHeightForRowSizing());
417     // Sorting inner most cell first because if inner spanning cell'e extra height is distributed then outer
418     // spanning cell's extra height will adjust accordingly. In reverse order, there is more chances that outer
419     // spanning cell's height will exceed than defined by user.
420     if (cellIsFullyIncludedInOtherCell(cell1, cell2))
421         return true;
422     // Sorting lower row index first because first we need to apply the extra height of spanning cell which
423     // comes first in the table so lower rows's position would increment in sequence.
424     if (!cellIsFullyIncludedInOtherCell(cell2, cell1))
425         return (cell1->rowIndex() < cell2->rowIndex());
426 
427     return false;
428 }
429 
isHeightNeededForRowHavingOnlySpanningCells(unsigned row)430 bool RenderTableSection::isHeightNeededForRowHavingOnlySpanningCells(unsigned row)
431 {
432     unsigned totalCols = m_grid[row].row.size();
433 
434     if (!totalCols)
435         return false;
436 
437     for (unsigned col = 0; col < totalCols; col++) {
438         const CellStruct& rowSpanCell = cellAt(row, col);
439 
440         if (rowSpanCell.cells.size()) {
441             RenderTableCell* cell = rowSpanCell.cells[0];
442             const unsigned rowIndex = cell->rowIndex();
443             const unsigned rowSpan = cell->rowSpan();
444             int totalRowSpanCellHeight = 0;
445 
446             for (unsigned row = 0; row < rowSpan; row++) {
447                 unsigned actualRow = row + rowIndex;
448                 totalRowSpanCellHeight += m_rowPos[actualRow + 1] - m_rowPos[actualRow];
449             }
450             totalRowSpanCellHeight -= borderSpacingForRow(rowIndex + rowSpan - 1);
451 
452             if (totalRowSpanCellHeight < cell->logicalHeightForRowSizing())
453                 return true;
454         }
455     }
456 
457     return false;
458 }
459 
calcRowHeightHavingOnlySpanningCells(unsigned row)460 unsigned RenderTableSection::calcRowHeightHavingOnlySpanningCells(unsigned row)
461 {
462     ASSERT(rowHasOnlySpanningCells(row));
463 
464     unsigned totalCols = m_grid[row].row.size();
465 
466     if (!totalCols)
467         return 0;
468 
469     unsigned rowHeight = 0;
470 
471     for (unsigned col = 0; col < totalCols; col++) {
472         const CellStruct& rowSpanCell = cellAt(row, col);
473         if (rowSpanCell.cells.size() && rowSpanCell.cells[0]->rowSpan() > 1)
474             rowHeight = max(rowHeight, rowSpanCell.cells[0]->logicalHeightForRowSizing() / rowSpanCell.cells[0]->rowSpan());
475     }
476 
477     return rowHeight;
478 }
479 
updateRowsHeightHavingOnlySpanningCells(RenderTableCell * cell,struct SpanningRowsHeight & spanningRowsHeight)480 void RenderTableSection::updateRowsHeightHavingOnlySpanningCells(RenderTableCell* cell, struct SpanningRowsHeight& spanningRowsHeight)
481 {
482     ASSERT(spanningRowsHeight.rowHeight.size());
483 
484     int accumulatedPositionIncrease = 0;
485     const unsigned rowSpan = cell->rowSpan();
486     const unsigned rowIndex = cell->rowIndex();
487 
488     ASSERT_UNUSED(rowSpan, rowSpan == spanningRowsHeight.rowHeight.size());
489 
490     for (unsigned row = 0; row < spanningRowsHeight.rowHeight.size(); row++) {
491         unsigned actualRow = row + rowIndex;
492         if (!spanningRowsHeight.rowHeight[row] && rowHasOnlySpanningCells(actualRow) && isHeightNeededForRowHavingOnlySpanningCells(actualRow)) {
493             spanningRowsHeight.rowHeight[row] = calcRowHeightHavingOnlySpanningCells(actualRow);
494             accumulatedPositionIncrease += spanningRowsHeight.rowHeight[row];
495         }
496         m_rowPos[actualRow + 1] += accumulatedPositionIncrease;
497     }
498 
499     spanningRowsHeight.totalRowsHeight += accumulatedPositionIncrease;
500 }
501 
502 // Distribute rowSpan cell height in rows those comes in rowSpan cell based on the ratio of row's height if
503 // 1. RowSpan cell height is greater then the total height of rows in rowSpan cell
distributeRowSpanHeightToRows(SpanningRenderTableCells & rowSpanCells)504 void RenderTableSection::distributeRowSpanHeightToRows(SpanningRenderTableCells& rowSpanCells)
505 {
506     ASSERT(rowSpanCells.size());
507 
508     // 'rowSpanCells' list is already sorted based on the cells rowIndex in ascending order
509     // Arrange row spanning cell in the order in which we need to process first.
510     std::sort(rowSpanCells.begin(), rowSpanCells.end(), compareRowSpanCellsInHeightDistributionOrder);
511 
512     unsigned extraHeightToPropagate = 0;
513     unsigned lastRowIndex = 0;
514     unsigned lastRowSpan = 0;
515 
516     for (unsigned i = 0; i < rowSpanCells.size(); i++) {
517         RenderTableCell* cell = rowSpanCells[i];
518 
519         unsigned rowIndex = cell->rowIndex();
520 
521         unsigned rowSpan = cell->rowSpan();
522 
523         unsigned spanningCellEndIndex = rowIndex + rowSpan;
524         unsigned lastSpanningCellEndIndex = lastRowIndex + lastRowSpan;
525 
526         // Only heightest spanning cell will distribute it's extra height in row if more then one spanning cells
527         // present at same level.
528         if (rowIndex == lastRowIndex && rowSpan == lastRowSpan)
529             continue;
530 
531         int originalBeforePosition = m_rowPos[spanningCellEndIndex];
532 
533         // When 2 spanning cells are ending at same row index then while extra height distribution of first spanning
534         // cell updates position of the last row so getting the original position of the last row in second spanning
535         // cell need to reduce the height changed by first spanning cell.
536         if (spanningCellEndIndex == lastSpanningCellEndIndex)
537             originalBeforePosition -= extraHeightToPropagate;
538 
539         if (extraHeightToPropagate) {
540             for (unsigned row = lastSpanningCellEndIndex + 1; row <= spanningCellEndIndex; row++)
541                 m_rowPos[row] += extraHeightToPropagate;
542         }
543 
544         lastRowIndex = rowIndex;
545         lastRowSpan = rowSpan;
546 
547         struct SpanningRowsHeight spanningRowsHeight;
548 
549         populateSpanningRowsHeightFromCell(cell, spanningRowsHeight);
550 
551         // Here we are handling only row(s) who have only rowspanning cells and do not have any empty cell.
552         if (spanningRowsHeight.isAnyRowWithOnlySpanningCells)
553             updateRowsHeightHavingOnlySpanningCells(cell, spanningRowsHeight);
554 
555         // This code handle row(s) that have rowspanning cell(s) and at least one empty cell.
556         // Such rows are not handled below and end up having a height of 0. That would mean
557         // content overlapping if one of their cells has any content. To avoid the problem, we
558         // add all the remaining spanning cells' height to the last spanned row.
559         // This means that we could grow a row past its 'height' or break percentage spreading
560         // however this is better than overlapping content.
561         // FIXME: Is there a better algorithm?
562         if (!spanningRowsHeight.totalRowsHeight) {
563             if (spanningRowsHeight.spanningCellHeightIgnoringBorderSpacing)
564                 m_rowPos[spanningCellEndIndex] += spanningRowsHeight.spanningCellHeightIgnoringBorderSpacing + borderSpacingForRow(spanningCellEndIndex - 1);
565 
566             extraHeightToPropagate = m_rowPos[spanningCellEndIndex] - originalBeforePosition;
567             continue;
568         }
569 
570         if (spanningRowsHeight.spanningCellHeightIgnoringBorderSpacing <= spanningRowsHeight.totalRowsHeight) {
571             extraHeightToPropagate = m_rowPos[rowIndex + rowSpan] - originalBeforePosition;
572             continue;
573         }
574 
575         // Below we are handling only row(s) who have at least one visible cell without rowspan value.
576         int totalPercent = 0;
577         int totalAutoRowsHeight = 0;
578         int totalRemainingRowsHeight = spanningRowsHeight.totalRowsHeight;
579 
580         // FIXME: Inner spanning cell height should not change if it have fixed height when it's parent spanning cell
581         // is distributing it's extra height in rows.
582 
583         // Calculate total percentage, total auto rows height and total rows height except percent rows.
584         for (unsigned row = rowIndex; row < spanningCellEndIndex; row++) {
585             if (m_grid[row].logicalHeight.isPercent()) {
586                 totalPercent += m_grid[row].logicalHeight.percent();
587                 totalRemainingRowsHeight -= spanningRowsHeight.rowHeight[row - rowIndex];
588             } else if (m_grid[row].logicalHeight.isAuto()) {
589                 totalAutoRowsHeight += spanningRowsHeight.rowHeight[row - rowIndex];
590             }
591         }
592 
593         int extraRowSpanningHeight = spanningRowsHeight.spanningCellHeightIgnoringBorderSpacing - spanningRowsHeight.totalRowsHeight;
594 
595         distributeExtraRowSpanHeightToPercentRows(cell, totalPercent, extraRowSpanningHeight, spanningRowsHeight.rowHeight);
596         distributeExtraRowSpanHeightToAutoRows(cell, totalAutoRowsHeight, extraRowSpanningHeight, spanningRowsHeight.rowHeight);
597         distributeExtraRowSpanHeightToRemainingRows(cell, totalRemainingRowsHeight, extraRowSpanningHeight, spanningRowsHeight.rowHeight);
598 
599         ASSERT(!extraRowSpanningHeight);
600 
601         // Getting total changed height in the table
602         extraHeightToPropagate = m_rowPos[spanningCellEndIndex] - originalBeforePosition;
603     }
604 
605     if (extraHeightToPropagate) {
606         // Apply changed height by rowSpan cells to rows present at the end of the table
607         for (unsigned row = lastRowIndex + lastRowSpan + 1; row <= m_grid.size(); row++)
608             m_rowPos[row] += extraHeightToPropagate;
609     }
610 }
611 
612 // Find out the baseline of the cell
613 // If the cell's baseline is more then the row's baseline then the cell's baseline become the row's baseline
614 // and if the row's baseline goes out of the row's boundries then adjust row height accordingly.
updateBaselineForCell(RenderTableCell * cell,unsigned row,LayoutUnit & baselineDescent)615 void RenderTableSection::updateBaselineForCell(RenderTableCell* cell, unsigned row, LayoutUnit& baselineDescent)
616 {
617     if (!cell->isBaselineAligned())
618         return;
619 
620     // Ignoring the intrinsic padding as it depends on knowing the row's baseline, which won't be accurate
621     // until the end of this function.
622     LayoutUnit baselinePosition = cell->cellBaselinePosition() - cell->intrinsicPaddingBefore();
623     if (baselinePosition > cell->borderBefore() + (cell->paddingBefore() - cell->intrinsicPaddingBefore())) {
624         m_grid[row].baseline = max(m_grid[row].baseline, baselinePosition);
625 
626         int cellStartRowBaselineDescent = 0;
627         if (cell->rowSpan() == 1) {
628             baselineDescent = max(baselineDescent, cell->logicalHeightForRowSizing() - baselinePosition);
629             cellStartRowBaselineDescent = baselineDescent;
630         }
631         m_rowPos[row + 1] = max<int>(m_rowPos[row + 1], m_rowPos[row] + m_grid[row].baseline + cellStartRowBaselineDescent);
632     }
633 }
634 
calcRowLogicalHeight()635 int RenderTableSection::calcRowLogicalHeight()
636 {
637 #ifndef NDEBUG
638     SetLayoutNeededForbiddenScope layoutForbiddenScope(*this);
639 #endif
640 
641     ASSERT(!needsLayout());
642 
643     RenderTableCell* cell;
644 
645     // FIXME: This shouldn't use the same constructor as RenderView.
646     LayoutState state(*this);
647 
648     m_rowPos.resize(m_grid.size() + 1);
649 
650     // We ignore the border-spacing on any non-top section as it is already included in the previous section's last row position.
651     if (this == table()->topSection())
652         m_rowPos[0] = table()->vBorderSpacing();
653     else
654         m_rowPos[0] = 0;
655 
656     SpanningRenderTableCells rowSpanCells;
657 #ifndef NDEBUG
658     HashSet<const RenderTableCell*> uniqueCells;
659 #endif
660 
661     for (unsigned r = 0; r < m_grid.size(); r++) {
662         m_grid[r].baseline = 0;
663         LayoutUnit baselineDescent = 0;
664 
665         // Our base size is the biggest logical height from our cells' styles (excluding row spanning cells).
666         m_rowPos[r + 1] = max(m_rowPos[r] + minimumValueForLength(m_grid[r].logicalHeight, 0).round(), 0);
667 
668         Row& row = m_grid[r].row;
669         unsigned totalCols = row.size();
670         RenderTableCell* lastRowSpanCell = 0;
671 
672         for (unsigned c = 0; c < totalCols; c++) {
673             CellStruct& current = cellAt(r, c);
674             for (unsigned i = 0; i < current.cells.size(); i++) {
675                 cell = current.cells[i];
676                 if (current.inColSpan && cell->rowSpan() == 1)
677                     continue;
678 
679                 if (cell->rowSpan() > 1) {
680                     // For row spanning cells, we only handle them for the first row they span. This ensures we take their baseline into account.
681                     if (lastRowSpanCell != cell && cell->rowIndex() == r) {
682 #ifndef NDEBUG
683                         ASSERT(!uniqueCells.contains(cell));
684                         uniqueCells.add(cell);
685 #endif
686 
687                         rowSpanCells.append(cell);
688                         lastRowSpanCell = cell;
689 
690                         // Find out the baseline. The baseline is set on the first row in a rowSpan.
691                         updateBaselineForCell(cell, r, baselineDescent);
692                     }
693                     continue;
694                 }
695 
696                 ASSERT(cell->rowSpan() == 1);
697 
698                 if (cell->hasOverrideHeight()) {
699                     cell->clearIntrinsicPadding();
700                     cell->clearOverrideSize();
701                     cell->forceChildLayout();
702                 }
703 
704                 m_rowPos[r + 1] = max(m_rowPos[r + 1], m_rowPos[r] + cell->logicalHeightForRowSizing());
705 
706                 // Find out the baseline.
707                 updateBaselineForCell(cell, r, baselineDescent);
708             }
709         }
710 
711         // Add the border-spacing to our final position.
712         m_rowPos[r + 1] += borderSpacingForRow(r);
713         m_rowPos[r + 1] = max(m_rowPos[r + 1], m_rowPos[r]);
714     }
715 
716     if (!rowSpanCells.isEmpty())
717         distributeRowSpanHeightToRows(rowSpanCells);
718 
719     ASSERT(!needsLayout());
720 
721     return m_rowPos[m_grid.size()];
722 }
723 
layout()724 void RenderTableSection::layout()
725 {
726     ASSERT(needsLayout());
727     ASSERT(!needsCellRecalc());
728     ASSERT(!table()->needsSectionRecalc());
729 
730     // addChild may over-grow m_grid but we don't want to throw away the memory too early as addChild
731     // can be called in a loop (e.g during parsing). Doing it now ensures we have a stable-enough structure.
732     m_grid.shrinkToFit();
733 
734     LayoutState state(*this, locationOffset());
735 
736     const Vector<int>& columnPos = table()->columnPositions();
737 
738     SubtreeLayoutScope layouter(*this);
739     for (unsigned r = 0; r < m_grid.size(); ++r) {
740         Row& row = m_grid[r].row;
741         unsigned cols = row.size();
742         // First, propagate our table layout's information to the cells. This will mark the row as needing layout
743         // if there was a column logical width change.
744         for (unsigned startColumn = 0; startColumn < cols; ++startColumn) {
745             CellStruct& current = row[startColumn];
746             RenderTableCell* cell = current.primaryCell();
747             if (!cell || current.inColSpan)
748                 continue;
749 
750             unsigned endCol = startColumn;
751             unsigned cspan = cell->colSpan();
752             while (cspan && endCol < cols) {
753                 ASSERT(endCol < table()->columns().size());
754                 cspan -= table()->columns()[endCol].span;
755                 endCol++;
756             }
757             int tableLayoutLogicalWidth = columnPos[endCol] - columnPos[startColumn] - table()->hBorderSpacing();
758             cell->setCellLogicalWidth(tableLayoutLogicalWidth, layouter);
759         }
760 
761         if (RenderTableRow* rowRenderer = m_grid[r].rowRenderer) {
762             if (!rowRenderer->needsLayout())
763                 rowRenderer->markForPaginationRelayoutIfNeeded(layouter);
764             rowRenderer->layoutIfNeeded();
765         }
766     }
767 
768     clearNeedsLayout();
769 }
770 
distributeExtraLogicalHeightToPercentRows(int & extraLogicalHeight,int totalPercent)771 void RenderTableSection::distributeExtraLogicalHeightToPercentRows(int& extraLogicalHeight, int totalPercent)
772 {
773     if (!totalPercent)
774         return;
775 
776     unsigned totalRows = m_grid.size();
777     int totalHeight = m_rowPos[totalRows] + extraLogicalHeight;
778     int totalLogicalHeightAdded = 0;
779     totalPercent = min(totalPercent, 100);
780     int rowHeight = m_rowPos[1] - m_rowPos[0];
781     for (unsigned r = 0; r < totalRows; ++r) {
782         if (totalPercent > 0 && m_grid[r].logicalHeight.isPercent()) {
783             int toAdd = min<int>(extraLogicalHeight, (totalHeight * m_grid[r].logicalHeight.percent() / 100) - rowHeight);
784             // If toAdd is negative, then we don't want to shrink the row (this bug
785             // affected Outlook Web Access).
786             toAdd = max(0, toAdd);
787             totalLogicalHeightAdded += toAdd;
788             extraLogicalHeight -= toAdd;
789             totalPercent -= m_grid[r].logicalHeight.percent();
790         }
791         ASSERT(totalRows >= 1);
792         if (r < totalRows - 1)
793             rowHeight = m_rowPos[r + 2] - m_rowPos[r + 1];
794         m_rowPos[r + 1] += totalLogicalHeightAdded;
795     }
796 }
797 
distributeExtraLogicalHeightToAutoRows(int & extraLogicalHeight,unsigned autoRowsCount)798 void RenderTableSection::distributeExtraLogicalHeightToAutoRows(int& extraLogicalHeight, unsigned autoRowsCount)
799 {
800     if (!autoRowsCount)
801         return;
802 
803     int totalLogicalHeightAdded = 0;
804     for (unsigned r = 0; r < m_grid.size(); ++r) {
805         if (autoRowsCount > 0 && m_grid[r].logicalHeight.isAuto()) {
806             // Recomputing |extraLogicalHeightForRow| guarantees that we properly ditribute round |extraLogicalHeight|.
807             int extraLogicalHeightForRow = extraLogicalHeight / autoRowsCount;
808             totalLogicalHeightAdded += extraLogicalHeightForRow;
809             extraLogicalHeight -= extraLogicalHeightForRow;
810             --autoRowsCount;
811         }
812         m_rowPos[r + 1] += totalLogicalHeightAdded;
813     }
814 }
815 
distributeRemainingExtraLogicalHeight(int & extraLogicalHeight)816 void RenderTableSection::distributeRemainingExtraLogicalHeight(int& extraLogicalHeight)
817 {
818     unsigned totalRows = m_grid.size();
819 
820     if (extraLogicalHeight <= 0 || !m_rowPos[totalRows])
821         return;
822 
823     // FIXME: m_rowPos[totalRows] - m_rowPos[0] is the total rows' size.
824     int totalRowSize = m_rowPos[totalRows];
825     int totalLogicalHeightAdded = 0;
826     int previousRowPosition = m_rowPos[0];
827     for (unsigned r = 0; r < totalRows; r++) {
828         // weight with the original height
829         totalLogicalHeightAdded += extraLogicalHeight * (m_rowPos[r + 1] - previousRowPosition) / totalRowSize;
830         previousRowPosition = m_rowPos[r + 1];
831         m_rowPos[r + 1] += totalLogicalHeightAdded;
832     }
833 
834     extraLogicalHeight -= totalLogicalHeightAdded;
835 }
836 
distributeExtraLogicalHeightToRows(int extraLogicalHeight)837 int RenderTableSection::distributeExtraLogicalHeightToRows(int extraLogicalHeight)
838 {
839     if (!extraLogicalHeight)
840         return extraLogicalHeight;
841 
842     unsigned totalRows = m_grid.size();
843     if (!totalRows)
844         return extraLogicalHeight;
845 
846     if (!m_rowPos[totalRows] && nextSibling())
847         return extraLogicalHeight;
848 
849     unsigned autoRowsCount = 0;
850     int totalPercent = 0;
851     for (unsigned r = 0; r < totalRows; r++) {
852         if (m_grid[r].logicalHeight.isAuto())
853             ++autoRowsCount;
854         else if (m_grid[r].logicalHeight.isPercent())
855             totalPercent += m_grid[r].logicalHeight.percent();
856     }
857 
858     int remainingExtraLogicalHeight = extraLogicalHeight;
859     distributeExtraLogicalHeightToPercentRows(remainingExtraLogicalHeight, totalPercent);
860     distributeExtraLogicalHeightToAutoRows(remainingExtraLogicalHeight, autoRowsCount);
861     distributeRemainingExtraLogicalHeight(remainingExtraLogicalHeight);
862     return extraLogicalHeight - remainingExtraLogicalHeight;
863 }
864 
shouldFlexCellChild(RenderObject * cellDescendant)865 static bool shouldFlexCellChild(RenderObject* cellDescendant)
866 {
867     return cellDescendant->isReplaced() || (cellDescendant->isBox() && toRenderBox(cellDescendant)->scrollsOverflow());
868 }
869 
layoutRows()870 void RenderTableSection::layoutRows()
871 {
872 #ifndef NDEBUG
873     SetLayoutNeededForbiddenScope layoutForbiddenScope(*this);
874 #endif
875 
876     ASSERT(!needsLayout());
877 
878     // FIXME: Changing the height without a layout can change the overflow so it seems wrong.
879 
880     unsigned totalRows = m_grid.size();
881 
882     // Set the width of our section now.  The rows will also be this width.
883     setLogicalWidth(table()->contentLogicalWidth());
884     m_overflow.clear();
885     m_overflowingCells.clear();
886     m_forceSlowPaintPathWithOverflowingCell = false;
887 
888     int vspacing = table()->vBorderSpacing();
889     unsigned nEffCols = table()->numEffCols();
890 
891     LayoutState state(*this, locationOffset());
892 
893     for (unsigned r = 0; r < totalRows; r++) {
894         // Set the row's x/y position and width/height.
895         if (RenderTableRow* rowRenderer = m_grid[r].rowRenderer) {
896             rowRenderer->setLocation(LayoutPoint(0, m_rowPos[r]));
897             rowRenderer->setLogicalWidth(logicalWidth());
898             rowRenderer->setLogicalHeight(m_rowPos[r + 1] - m_rowPos[r] - vspacing);
899             rowRenderer->updateLayerTransformAfterLayout();
900             rowRenderer->clearAllOverflows();
901             rowRenderer->addVisualEffectOverflow();
902         }
903 
904         int rowHeightIncreaseForPagination = 0;
905 
906         for (unsigned c = 0; c < nEffCols; c++) {
907             CellStruct& cs = cellAt(r, c);
908             RenderTableCell* cell = cs.primaryCell();
909 
910             if (!cell || cs.inColSpan)
911                 continue;
912 
913             int rowIndex = cell->rowIndex();
914             int rHeight = m_rowPos[rowIndex + cell->rowSpan()] - m_rowPos[rowIndex] - vspacing;
915 
916             // Force percent height children to lay themselves out again.
917             // This will cause these children to grow to fill the cell.
918             // FIXME: There is still more work to do here to fully match WinIE (should
919             // it become necessary to do so).  In quirks mode, WinIE behaves like we
920             // do, but it will clip the cells that spill out of the table section.  In
921             // strict mode, Mozilla and WinIE both regrow the table to accommodate the
922             // new height of the cell (thus letting the percentages cause growth one
923             // time only).  We may also not be handling row-spanning cells correctly.
924             //
925             // Note also the oddity where replaced elements always flex, and yet blocks/tables do
926             // not necessarily flex.  WinIE is crazy and inconsistent, and we can't hope to
927             // match the behavior perfectly, but we'll continue to refine it as we discover new
928             // bugs. :)
929             bool cellChildrenFlex = false;
930             bool flexAllChildren = cell->style()->logicalHeight().isFixed()
931                 || (!table()->style()->logicalHeight().isAuto() && rHeight != cell->logicalHeight());
932 
933             for (RenderObject* child = cell->firstChild(); child; child = child->nextSibling()) {
934                 if (!child->isText() && child->style()->logicalHeight().isPercent()
935                     && (flexAllChildren || shouldFlexCellChild(child))
936                     && (!child->isTable() || toRenderTable(child)->hasSections())) {
937                     cellChildrenFlex = true;
938                     break;
939                 }
940             }
941 
942             if (!cellChildrenFlex) {
943                 if (TrackedRendererListHashSet* percentHeightDescendants = cell->percentHeightDescendants()) {
944                     TrackedRendererListHashSet::iterator end = percentHeightDescendants->end();
945                     for (TrackedRendererListHashSet::iterator it = percentHeightDescendants->begin(); it != end; ++it) {
946                         if (flexAllChildren || shouldFlexCellChild(*it)) {
947                             cellChildrenFlex = true;
948                             break;
949                         }
950                     }
951                 }
952             }
953 
954             if (cellChildrenFlex) {
955                 // Alignment within a cell is based off the calculated
956                 // height, which becomes irrelevant once the cell has
957                 // been resized based off its percentage.
958                 cell->setOverrideLogicalContentHeightFromRowHeight(rHeight);
959                 cell->forceChildLayout();
960 
961                 // If the baseline moved, we may have to update the data for our row. Find out the new baseline.
962                 if (cell->isBaselineAligned()) {
963                     LayoutUnit baseline = cell->cellBaselinePosition();
964                     if (baseline > cell->borderBefore() + cell->paddingBefore())
965                         m_grid[r].baseline = max(m_grid[r].baseline, baseline);
966                 }
967             }
968 
969             SubtreeLayoutScope layouter(*cell);
970             cell->computeIntrinsicPadding(rHeight, layouter);
971 
972             LayoutRect oldCellRect = cell->frameRect();
973 
974             setLogicalPositionForCell(cell, c);
975 
976             if (!cell->needsLayout())
977                 cell->markForPaginationRelayoutIfNeeded(layouter);
978 
979             cell->layoutIfNeeded();
980 
981             // FIXME: Make pagination work with vertical tables.
982             if (view()->layoutState()->pageLogicalHeight() && cell->logicalHeight() != rHeight) {
983                 // FIXME: Pagination might have made us change size. For now just shrink or grow the cell to fit without doing a relayout.
984                 // We'll also do a basic increase of the row height to accommodate the cell if it's bigger, but this isn't quite right
985                 // either. It's at least stable though and won't result in an infinite # of relayouts that may never stabilize.
986                 LayoutUnit oldLogicalHeight = cell->logicalHeight();
987                 if (oldLogicalHeight > rHeight)
988                     rowHeightIncreaseForPagination = max<int>(rowHeightIncreaseForPagination, oldLogicalHeight - rHeight);
989                 cell->setLogicalHeight(rHeight);
990                 cell->computeOverflow(oldLogicalHeight, false);
991             }
992 
993             LayoutSize childOffset(cell->location() - oldCellRect.location());
994             if (childOffset.width() || childOffset.height()) {
995                 if (!RuntimeEnabledFeatures::repaintAfterLayoutEnabled())
996                     view()->addLayoutDelta(childOffset);
997 
998                 // If the child moved, we have to repaint it as well as any floating/positioned
999                 // descendants. An exception is if we need a layout. In this case, we know we're going to
1000                 // repaint ourselves (and the child) anyway.
1001                 if (!table()->selfNeedsLayout() && cell->checkForPaintInvalidation()) {
1002                     if (RuntimeEnabledFeatures::repaintAfterLayoutEnabled())
1003                         cell->setMayNeedPaintInvalidation(true);
1004                     else
1005                         cell->repaintDuringLayoutIfMoved(oldCellRect);
1006                 }
1007             }
1008         }
1009         if (rowHeightIncreaseForPagination) {
1010             for (unsigned rowIndex = r + 1; rowIndex <= totalRows; rowIndex++)
1011                 m_rowPos[rowIndex] += rowHeightIncreaseForPagination;
1012             for (unsigned c = 0; c < nEffCols; ++c) {
1013                 Vector<RenderTableCell*, 1>& cells = cellAt(r, c).cells;
1014                 for (size_t i = 0; i < cells.size(); ++i) {
1015                     LayoutUnit oldLogicalHeight = cells[i]->logicalHeight();
1016                     cells[i]->setLogicalHeight(oldLogicalHeight + rowHeightIncreaseForPagination);
1017                     cells[i]->computeOverflow(oldLogicalHeight, false);
1018                 }
1019             }
1020         }
1021     }
1022 
1023     ASSERT(!needsLayout());
1024 
1025     setLogicalHeight(m_rowPos[totalRows]);
1026 
1027     computeOverflowFromCells(totalRows, nEffCols);
1028 }
1029 
computeOverflowFromCells()1030 void RenderTableSection::computeOverflowFromCells()
1031 {
1032     unsigned totalRows = m_grid.size();
1033     unsigned nEffCols = table()->numEffCols();
1034     computeOverflowFromCells(totalRows, nEffCols);
1035 }
1036 
computeOverflowFromCells(unsigned totalRows,unsigned nEffCols)1037 void RenderTableSection::computeOverflowFromCells(unsigned totalRows, unsigned nEffCols)
1038 {
1039     unsigned totalCellsCount = nEffCols * totalRows;
1040     unsigned maxAllowedOverflowingCellsCount = totalCellsCount < gMinTableSizeToUseFastPaintPathWithOverflowingCell ? 0 : gMaxAllowedOverflowingCellRatioForFastPaintPath * totalCellsCount;
1041 
1042 #ifndef NDEBUG
1043     bool hasOverflowingCell = false;
1044 #endif
1045     // Now that our height has been determined, add in overflow from cells.
1046     for (unsigned r = 0; r < totalRows; r++) {
1047         for (unsigned c = 0; c < nEffCols; c++) {
1048             CellStruct& cs = cellAt(r, c);
1049             RenderTableCell* cell = cs.primaryCell();
1050             if (!cell || cs.inColSpan)
1051                 continue;
1052             if (r < totalRows - 1 && cell == primaryCellAt(r + 1, c))
1053                 continue;
1054             addOverflowFromChild(cell);
1055 #ifndef NDEBUG
1056             hasOverflowingCell |= cell->hasVisualOverflow();
1057 #endif
1058             if (cell->hasVisualOverflow() && !m_forceSlowPaintPathWithOverflowingCell) {
1059                 m_overflowingCells.add(cell);
1060                 if (m_overflowingCells.size() > maxAllowedOverflowingCellsCount) {
1061                     // We need to set m_forcesSlowPaintPath only if there is a least one overflowing cells as the hit testing code rely on this information.
1062                     m_forceSlowPaintPathWithOverflowingCell = true;
1063                     // The slow path does not make any use of the overflowing cells info, don't hold on to the memory.
1064                     m_overflowingCells.clear();
1065                 }
1066             }
1067         }
1068     }
1069 
1070     ASSERT(hasOverflowingCell == this->hasOverflowingCell());
1071 }
1072 
calcBlockDirectionOuterBorder(BlockBorderSide side) const1073 int RenderTableSection::calcBlockDirectionOuterBorder(BlockBorderSide side) const
1074 {
1075     unsigned totalCols = table()->numEffCols();
1076     if (!m_grid.size() || !totalCols)
1077         return 0;
1078 
1079     unsigned borderWidth = 0;
1080 
1081     const BorderValue& sb = side == BorderBefore ? style()->borderBefore() : style()->borderAfter();
1082     if (sb.style() == BHIDDEN)
1083         return -1;
1084     if (sb.style() > BHIDDEN)
1085         borderWidth = sb.width();
1086 
1087     const BorderValue& rb = side == BorderBefore ? firstRow()->style()->borderBefore() : lastRow()->style()->borderAfter();
1088     if (rb.style() == BHIDDEN)
1089         return -1;
1090     if (rb.style() > BHIDDEN && rb.width() > borderWidth)
1091         borderWidth = rb.width();
1092 
1093     bool allHidden = true;
1094     for (unsigned c = 0; c < totalCols; c++) {
1095         const CellStruct& current = cellAt(side == BorderBefore ? 0 : m_grid.size() - 1, c);
1096         if (current.inColSpan || !current.hasCells())
1097             continue;
1098         const RenderStyle* primaryCellStyle = current.primaryCell()->style();
1099         const BorderValue& cb = side == BorderBefore ? primaryCellStyle->borderBefore() : primaryCellStyle->borderAfter(); // FIXME: Make this work with perpendicular and flipped cells.
1100         // FIXME: Don't repeat for the same col group
1101         RenderTableCol* colGroup = table()->colElement(c);
1102         if (colGroup) {
1103             const BorderValue& gb = side == BorderBefore ? colGroup->style()->borderBefore() : colGroup->style()->borderAfter();
1104             if (gb.style() == BHIDDEN || cb.style() == BHIDDEN)
1105                 continue;
1106             allHidden = false;
1107             if (gb.style() > BHIDDEN && gb.width() > borderWidth)
1108                 borderWidth = gb.width();
1109             if (cb.style() > BHIDDEN && cb.width() > borderWidth)
1110                 borderWidth = cb.width();
1111         } else {
1112             if (cb.style() == BHIDDEN)
1113                 continue;
1114             allHidden = false;
1115             if (cb.style() > BHIDDEN && cb.width() > borderWidth)
1116                 borderWidth = cb.width();
1117         }
1118     }
1119     if (allHidden)
1120         return -1;
1121 
1122     if (side == BorderAfter)
1123         borderWidth++; // Distribute rounding error
1124     return borderWidth / 2;
1125 }
1126 
calcInlineDirectionOuterBorder(InlineBorderSide side) const1127 int RenderTableSection::calcInlineDirectionOuterBorder(InlineBorderSide side) const
1128 {
1129     unsigned totalCols = table()->numEffCols();
1130     if (!m_grid.size() || !totalCols)
1131         return 0;
1132     unsigned colIndex = side == BorderStart ? 0 : totalCols - 1;
1133 
1134     unsigned borderWidth = 0;
1135 
1136     const BorderValue& sb = side == BorderStart ? style()->borderStart() : style()->borderEnd();
1137     if (sb.style() == BHIDDEN)
1138         return -1;
1139     if (sb.style() > BHIDDEN)
1140         borderWidth = sb.width();
1141 
1142     if (RenderTableCol* colGroup = table()->colElement(colIndex)) {
1143         const BorderValue& gb = side == BorderStart ? colGroup->style()->borderStart() : colGroup->style()->borderEnd();
1144         if (gb.style() == BHIDDEN)
1145             return -1;
1146         if (gb.style() > BHIDDEN && gb.width() > borderWidth)
1147             borderWidth = gb.width();
1148     }
1149 
1150     bool allHidden = true;
1151     for (unsigned r = 0; r < m_grid.size(); r++) {
1152         const CellStruct& current = cellAt(r, colIndex);
1153         if (!current.hasCells())
1154             continue;
1155         // FIXME: Don't repeat for the same cell
1156         const RenderStyle* primaryCellStyle = current.primaryCell()->style();
1157         const RenderStyle* primaryCellParentStyle = current.primaryCell()->parent()->style();
1158         const BorderValue& cb = side == BorderStart ? primaryCellStyle->borderStart() : primaryCellStyle->borderEnd(); // FIXME: Make this work with perpendicular and flipped cells.
1159         const BorderValue& rb = side == BorderStart ? primaryCellParentStyle->borderStart() : primaryCellParentStyle->borderEnd();
1160         if (cb.style() == BHIDDEN || rb.style() == BHIDDEN)
1161             continue;
1162         allHidden = false;
1163         if (cb.style() > BHIDDEN && cb.width() > borderWidth)
1164             borderWidth = cb.width();
1165         if (rb.style() > BHIDDEN && rb.width() > borderWidth)
1166             borderWidth = rb.width();
1167     }
1168     if (allHidden)
1169         return -1;
1170 
1171     if ((side == BorderStart) != table()->style()->isLeftToRightDirection())
1172         borderWidth++; // Distribute rounding error
1173     return borderWidth / 2;
1174 }
1175 
recalcOuterBorder()1176 void RenderTableSection::recalcOuterBorder()
1177 {
1178     m_outerBorderBefore = calcBlockDirectionOuterBorder(BorderBefore);
1179     m_outerBorderAfter = calcBlockDirectionOuterBorder(BorderAfter);
1180     m_outerBorderStart = calcInlineDirectionOuterBorder(BorderStart);
1181     m_outerBorderEnd = calcInlineDirectionOuterBorder(BorderEnd);
1182 }
1183 
firstLineBoxBaseline() const1184 int RenderTableSection::firstLineBoxBaseline() const
1185 {
1186     if (!m_grid.size())
1187         return -1;
1188 
1189     int firstLineBaseline = m_grid[0].baseline;
1190     if (firstLineBaseline)
1191         return firstLineBaseline + m_rowPos[0];
1192 
1193     firstLineBaseline = -1;
1194     const Row& firstRow = m_grid[0].row;
1195     for (size_t i = 0; i < firstRow.size(); ++i) {
1196         const CellStruct& cs = firstRow.at(i);
1197         const RenderTableCell* cell = cs.primaryCell();
1198         // Only cells with content have a baseline
1199         if (cell && cell->contentLogicalHeight())
1200             firstLineBaseline = max<int>(firstLineBaseline, cell->logicalTop() + cell->paddingBefore() + cell->borderBefore() + cell->contentLogicalHeight());
1201     }
1202 
1203     return firstLineBaseline;
1204 }
1205 
paint(PaintInfo & paintInfo,const LayoutPoint & paintOffset)1206 void RenderTableSection::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
1207 {
1208     ANNOTATE_GRAPHICS_CONTEXT(paintInfo, this);
1209 
1210     ASSERT(!needsLayout());
1211     // avoid crashing on bugs that cause us to paint with dirty layout
1212     if (needsLayout())
1213         return;
1214 
1215     unsigned totalRows = m_grid.size();
1216     unsigned totalCols = table()->columns().size();
1217 
1218     if (!totalRows || !totalCols)
1219         return;
1220 
1221     LayoutPoint adjustedPaintOffset = paintOffset + location();
1222 
1223     PaintPhase phase = paintInfo.phase;
1224     bool pushedClip = pushContentsClip(paintInfo, adjustedPaintOffset, ForceContentsClip);
1225     paintObject(paintInfo, adjustedPaintOffset);
1226     if (pushedClip)
1227         popContentsClip(paintInfo, phase, adjustedPaintOffset);
1228 
1229     if ((phase == PaintPhaseOutline || phase == PaintPhaseSelfOutline) && style()->visibility() == VISIBLE)
1230         paintOutline(paintInfo, LayoutRect(adjustedPaintOffset, size()));
1231 }
1232 
compareCellPositions(RenderTableCell * elem1,RenderTableCell * elem2)1233 static inline bool compareCellPositions(RenderTableCell* elem1, RenderTableCell* elem2)
1234 {
1235     return elem1->rowIndex() < elem2->rowIndex();
1236 }
1237 
1238 // This comparison is used only when we have overflowing cells as we have an unsorted array to sort. We thus need
1239 // to sort both on rows and columns to properly repaint.
compareCellPositionsWithOverflowingCells(RenderTableCell * elem1,RenderTableCell * elem2)1240 static inline bool compareCellPositionsWithOverflowingCells(RenderTableCell* elem1, RenderTableCell* elem2)
1241 {
1242     if (elem1->rowIndex() != elem2->rowIndex())
1243         return elem1->rowIndex() < elem2->rowIndex();
1244 
1245     return elem1->col() < elem2->col();
1246 }
1247 
paintCell(RenderTableCell * cell,PaintInfo & paintInfo,const LayoutPoint & paintOffset)1248 void RenderTableSection::paintCell(RenderTableCell* cell, PaintInfo& paintInfo, const LayoutPoint& paintOffset)
1249 {
1250     LayoutPoint cellPoint = flipForWritingModeForChild(cell, paintOffset);
1251     PaintPhase paintPhase = paintInfo.phase;
1252     RenderTableRow* row = toRenderTableRow(cell->parent());
1253 
1254     if (paintPhase == PaintPhaseBlockBackground || paintPhase == PaintPhaseChildBlockBackground) {
1255         // We need to handle painting a stack of backgrounds.  This stack (from bottom to top) consists of
1256         // the column group, column, row group, row, and then the cell.
1257         RenderTableCol* column = table()->colElement(cell->col());
1258         RenderTableCol* columnGroup = column ? column->enclosingColumnGroup() : 0;
1259 
1260         // Column groups and columns first.
1261         // FIXME: Columns and column groups do not currently support opacity, and they are being painted "too late" in
1262         // the stack, since we have already opened a transparency layer (potentially) for the table row group.
1263         // Note that we deliberately ignore whether or not the cell has a layer, since these backgrounds paint "behind" the
1264         // cell.
1265         cell->paintBackgroundsBehindCell(paintInfo, cellPoint, columnGroup);
1266         cell->paintBackgroundsBehindCell(paintInfo, cellPoint, column);
1267 
1268         // Paint the row group next.
1269         cell->paintBackgroundsBehindCell(paintInfo, cellPoint, this);
1270 
1271         // Paint the row next, but only if it doesn't have a layer.  If a row has a layer, it will be responsible for
1272         // painting the row background for the cell.
1273         if (!row->hasSelfPaintingLayer())
1274             cell->paintBackgroundsBehindCell(paintInfo, cellPoint, row);
1275     }
1276     if ((!cell->hasSelfPaintingLayer() && !row->hasSelfPaintingLayer()))
1277         cell->paint(paintInfo, cellPoint);
1278 }
1279 
logicalRectForWritingModeAndDirection(const LayoutRect & rect) const1280 LayoutRect RenderTableSection::logicalRectForWritingModeAndDirection(const LayoutRect& rect) const
1281 {
1282     LayoutRect tableAlignedRect(rect);
1283 
1284     flipForWritingMode(tableAlignedRect);
1285 
1286     if (!style()->isHorizontalWritingMode())
1287         tableAlignedRect = tableAlignedRect.transposedRect();
1288 
1289     const Vector<int>& columnPos = table()->columnPositions();
1290     // FIXME: The table's direction should determine our row's direction, not the section's (see bug 96691).
1291     if (!style()->isLeftToRightDirection())
1292         tableAlignedRect.setX(columnPos[columnPos.size() - 1] - tableAlignedRect.maxX());
1293 
1294     return tableAlignedRect;
1295 }
1296 
dirtiedRows(const LayoutRect & damageRect) const1297 CellSpan RenderTableSection::dirtiedRows(const LayoutRect& damageRect) const
1298 {
1299     if (m_forceSlowPaintPathWithOverflowingCell)
1300         return fullTableRowSpan();
1301 
1302     CellSpan coveredRows = spannedRows(damageRect);
1303 
1304     // To repaint the border we might need to repaint first or last row even if they are not spanned themselves.
1305     if (coveredRows.start() >= m_rowPos.size() - 1 && m_rowPos[m_rowPos.size() - 1] + table()->outerBorderAfter() >= damageRect.y())
1306         --coveredRows.start();
1307 
1308     if (!coveredRows.end() && m_rowPos[0] - table()->outerBorderBefore() <= damageRect.maxY())
1309         ++coveredRows.end();
1310 
1311     return coveredRows;
1312 }
1313 
dirtiedColumns(const LayoutRect & damageRect) const1314 CellSpan RenderTableSection::dirtiedColumns(const LayoutRect& damageRect) const
1315 {
1316     if (m_forceSlowPaintPathWithOverflowingCell)
1317         return fullTableColumnSpan();
1318 
1319     CellSpan coveredColumns = spannedColumns(damageRect);
1320 
1321     const Vector<int>& columnPos = table()->columnPositions();
1322     // To repaint the border we might need to repaint first or last column even if they are not spanned themselves.
1323     if (coveredColumns.start() >= columnPos.size() - 1 && columnPos[columnPos.size() - 1] + table()->outerBorderEnd() >= damageRect.x())
1324         --coveredColumns.start();
1325 
1326     if (!coveredColumns.end() && columnPos[0] - table()->outerBorderStart() <= damageRect.maxX())
1327         ++coveredColumns.end();
1328 
1329     return coveredColumns;
1330 }
1331 
spannedRows(const LayoutRect & flippedRect) const1332 CellSpan RenderTableSection::spannedRows(const LayoutRect& flippedRect) const
1333 {
1334     // Find the first row that starts after rect top.
1335     unsigned nextRow = std::upper_bound(m_rowPos.begin(), m_rowPos.end(), flippedRect.y()) - m_rowPos.begin();
1336 
1337     if (nextRow == m_rowPos.size())
1338         return CellSpan(m_rowPos.size() - 1, m_rowPos.size() - 1); // After all rows.
1339 
1340     unsigned startRow = nextRow > 0 ? nextRow - 1 : 0;
1341 
1342     // Find the first row that starts after rect bottom.
1343     unsigned endRow;
1344     if (m_rowPos[nextRow] >= flippedRect.maxY())
1345         endRow = nextRow;
1346     else {
1347         endRow = std::upper_bound(m_rowPos.begin() + nextRow, m_rowPos.end(), flippedRect.maxY()) - m_rowPos.begin();
1348         if (endRow == m_rowPos.size())
1349             endRow = m_rowPos.size() - 1;
1350     }
1351 
1352     return CellSpan(startRow, endRow);
1353 }
1354 
spannedColumns(const LayoutRect & flippedRect) const1355 CellSpan RenderTableSection::spannedColumns(const LayoutRect& flippedRect) const
1356 {
1357     const Vector<int>& columnPos = table()->columnPositions();
1358 
1359     // Find the first column that starts after rect left.
1360     // lower_bound doesn't handle the edge between two cells properly as it would wrongly return the
1361     // cell on the logical top/left.
1362     // upper_bound on the other hand properly returns the cell on the logical bottom/right, which also
1363     // matches the behavior of other browsers.
1364     unsigned nextColumn = std::upper_bound(columnPos.begin(), columnPos.end(), flippedRect.x()) - columnPos.begin();
1365 
1366     if (nextColumn == columnPos.size())
1367         return CellSpan(columnPos.size() - 1, columnPos.size() - 1); // After all columns.
1368 
1369     unsigned startColumn = nextColumn > 0 ? nextColumn - 1 : 0;
1370 
1371     // Find the first column that starts after rect right.
1372     unsigned endColumn;
1373     if (columnPos[nextColumn] >= flippedRect.maxX())
1374         endColumn = nextColumn;
1375     else {
1376         endColumn = std::upper_bound(columnPos.begin() + nextColumn, columnPos.end(), flippedRect.maxX()) - columnPos.begin();
1377         if (endColumn == columnPos.size())
1378             endColumn = columnPos.size() - 1;
1379     }
1380 
1381     return CellSpan(startColumn, endColumn);
1382 }
1383 
1384 
paintObject(PaintInfo & paintInfo,const LayoutPoint & paintOffset)1385 void RenderTableSection::paintObject(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
1386 {
1387     LayoutRect localRepaintRect = paintInfo.rect;
1388     localRepaintRect.moveBy(-paintOffset);
1389 
1390     LayoutRect tableAlignedRect = logicalRectForWritingModeAndDirection(localRepaintRect);
1391 
1392     CellSpan dirtiedRows = this->dirtiedRows(tableAlignedRect);
1393     CellSpan dirtiedColumns = this->dirtiedColumns(tableAlignedRect);
1394 
1395     if (dirtiedColumns.start() < dirtiedColumns.end()) {
1396         if (!m_hasMultipleCellLevels && !m_overflowingCells.size()) {
1397             if (paintInfo.phase == PaintPhaseCollapsedTableBorders) {
1398                 // Collapsed borders are painted from the bottom right to the top left so that precedence
1399                 // due to cell position is respected.
1400                 for (unsigned r = dirtiedRows.end(); r > dirtiedRows.start(); r--) {
1401                     unsigned row = r - 1;
1402                     for (unsigned c = dirtiedColumns.end(); c > dirtiedColumns.start(); c--) {
1403                         unsigned col = c - 1;
1404                         CellStruct& current = cellAt(row, col);
1405                         RenderTableCell* cell = current.primaryCell();
1406                         if (!cell || (row > dirtiedRows.start() && primaryCellAt(row - 1, col) == cell) || (col > dirtiedColumns.start() && primaryCellAt(row, col - 1) == cell))
1407                             continue;
1408                         LayoutPoint cellPoint = flipForWritingModeForChild(cell, paintOffset);
1409                         cell->paintCollapsedBorders(paintInfo, cellPoint);
1410                     }
1411                 }
1412             } else {
1413                 // Draw the dirty cells in the order that they appear.
1414                 for (unsigned r = dirtiedRows.start(); r < dirtiedRows.end(); r++) {
1415                     RenderTableRow* row = m_grid[r].rowRenderer;
1416                     if (row && !row->hasSelfPaintingLayer())
1417                         row->paintOutlineForRowIfNeeded(paintInfo, paintOffset);
1418                     for (unsigned c = dirtiedColumns.start(); c < dirtiedColumns.end(); c++) {
1419                         CellStruct& current = cellAt(r, c);
1420                         RenderTableCell* cell = current.primaryCell();
1421                         if (!cell || (r > dirtiedRows.start() && primaryCellAt(r - 1, c) == cell) || (c > dirtiedColumns.start() && primaryCellAt(r, c - 1) == cell))
1422                             continue;
1423                         paintCell(cell, paintInfo, paintOffset);
1424                     }
1425                 }
1426             }
1427         } else {
1428             // The overflowing cells should be scarce to avoid adding a lot of cells to the HashSet.
1429 #ifndef NDEBUG
1430             unsigned totalRows = m_grid.size();
1431             unsigned totalCols = table()->columns().size();
1432             ASSERT(m_overflowingCells.size() < totalRows * totalCols * gMaxAllowedOverflowingCellRatioForFastPaintPath);
1433 #endif
1434 
1435             // To make sure we properly repaint the section, we repaint all the overflowing cells that we collected.
1436             Vector<RenderTableCell*> cells;
1437             copyToVector(m_overflowingCells, cells);
1438 
1439             HashSet<RenderTableCell*> spanningCells;
1440 
1441             for (unsigned r = dirtiedRows.start(); r < dirtiedRows.end(); r++) {
1442                 RenderTableRow* row = m_grid[r].rowRenderer;
1443                 if (row && !row->hasSelfPaintingLayer())
1444                     row->paintOutlineForRowIfNeeded(paintInfo, paintOffset);
1445                 for (unsigned c = dirtiedColumns.start(); c < dirtiedColumns.end(); c++) {
1446                     CellStruct& current = cellAt(r, c);
1447                     if (!current.hasCells())
1448                         continue;
1449                     for (unsigned i = 0; i < current.cells.size(); ++i) {
1450                         if (m_overflowingCells.contains(current.cells[i]))
1451                             continue;
1452 
1453                         if (current.cells[i]->rowSpan() > 1 || current.cells[i]->colSpan() > 1) {
1454                             if (!spanningCells.add(current.cells[i]).isNewEntry)
1455                                 continue;
1456                         }
1457 
1458                         cells.append(current.cells[i]);
1459                     }
1460                 }
1461             }
1462 
1463             // Sort the dirty cells by paint order.
1464             if (!m_overflowingCells.size())
1465                 std::stable_sort(cells.begin(), cells.end(), compareCellPositions);
1466             else
1467                 std::sort(cells.begin(), cells.end(), compareCellPositionsWithOverflowingCells);
1468 
1469             if (paintInfo.phase == PaintPhaseCollapsedTableBorders) {
1470                 for (unsigned i = cells.size(); i > 0; --i) {
1471                     LayoutPoint cellPoint = flipForWritingModeForChild(cells[i - 1], paintOffset);
1472                     cells[i - 1]->paintCollapsedBorders(paintInfo, cellPoint);
1473                 }
1474             } else {
1475                 for (unsigned i = 0; i < cells.size(); ++i)
1476                     paintCell(cells[i], paintInfo, paintOffset);
1477             }
1478         }
1479     }
1480 }
1481 
imageChanged(WrappedImagePtr,const IntRect *)1482 void RenderTableSection::imageChanged(WrappedImagePtr, const IntRect*)
1483 {
1484     // FIXME: Examine cells and repaint only the rect the image paints in.
1485     paintInvalidationForWholeRenderer();
1486 }
1487 
recalcCells()1488 void RenderTableSection::recalcCells()
1489 {
1490     ASSERT(m_needsCellRecalc);
1491     // We reset the flag here to ensure that |addCell| works. This is safe to do as
1492     // fillRowsWithDefaultStartingAtPosition makes sure we match the table's columns
1493     // representation.
1494     m_needsCellRecalc = false;
1495 
1496     m_cCol = 0;
1497     m_cRow = 0;
1498     m_grid.clear();
1499 
1500     for (RenderTableRow* row = firstRow(); row; row = row->nextRow()) {
1501         unsigned insertionRow = m_cRow;
1502         ++m_cRow;
1503         m_cCol = 0;
1504         ensureRows(m_cRow);
1505 
1506         m_grid[insertionRow].rowRenderer = row;
1507         row->setRowIndex(insertionRow);
1508         setRowLogicalHeightToRowStyleLogicalHeight(m_grid[insertionRow]);
1509 
1510         for (RenderTableCell* cell = row->firstCell(); cell; cell = cell->nextCell())
1511             addCell(cell, row);
1512     }
1513 
1514     m_grid.shrinkToFit();
1515     setNeedsLayoutAndFullPaintInvalidation();
1516 }
1517 
1518 // FIXME: This function could be made O(1) in certain cases (like for the non-most-constrainive cells' case).
rowLogicalHeightChanged(unsigned rowIndex)1519 void RenderTableSection::rowLogicalHeightChanged(unsigned rowIndex)
1520 {
1521     if (needsCellRecalc())
1522         return;
1523 
1524     setRowLogicalHeightToRowStyleLogicalHeight(m_grid[rowIndex]);
1525 
1526     for (RenderTableCell* cell = m_grid[rowIndex].rowRenderer->firstCell(); cell; cell = cell->nextCell())
1527         updateLogicalHeightForCell(m_grid[rowIndex], cell);
1528 }
1529 
setNeedsCellRecalc()1530 void RenderTableSection::setNeedsCellRecalc()
1531 {
1532     m_needsCellRecalc = true;
1533     if (RenderTable* t = table())
1534         t->setNeedsSectionRecalc();
1535 }
1536 
numColumns() const1537 unsigned RenderTableSection::numColumns() const
1538 {
1539     unsigned result = 0;
1540 
1541     for (unsigned r = 0; r < m_grid.size(); ++r) {
1542         for (unsigned c = result; c < table()->numEffCols(); ++c) {
1543             const CellStruct& cell = cellAt(r, c);
1544             if (cell.hasCells() || cell.inColSpan)
1545                 result = c;
1546         }
1547     }
1548 
1549     return result + 1;
1550 }
1551 
borderAdjoiningStartCell(const RenderTableCell * cell) const1552 const BorderValue& RenderTableSection::borderAdjoiningStartCell(const RenderTableCell* cell) const
1553 {
1554     ASSERT(cell->isFirstOrLastCellInRow());
1555     return hasSameDirectionAs(cell) ? style()->borderStart() : style()->borderEnd();
1556 }
1557 
borderAdjoiningEndCell(const RenderTableCell * cell) const1558 const BorderValue& RenderTableSection::borderAdjoiningEndCell(const RenderTableCell* cell) const
1559 {
1560     ASSERT(cell->isFirstOrLastCellInRow());
1561     return hasSameDirectionAs(cell) ? style()->borderEnd() : style()->borderStart();
1562 }
1563 
firstRowCellAdjoiningTableStart() const1564 const RenderTableCell* RenderTableSection::firstRowCellAdjoiningTableStart() const
1565 {
1566     unsigned adjoiningStartCellColumnIndex = hasSameDirectionAs(table()) ? 0 : table()->lastColumnIndex();
1567     return cellAt(0, adjoiningStartCellColumnIndex).primaryCell();
1568 }
1569 
firstRowCellAdjoiningTableEnd() const1570 const RenderTableCell* RenderTableSection::firstRowCellAdjoiningTableEnd() const
1571 {
1572     unsigned adjoiningEndCellColumnIndex = hasSameDirectionAs(table()) ? table()->lastColumnIndex() : 0;
1573     return cellAt(0, adjoiningEndCellColumnIndex).primaryCell();
1574 }
1575 
appendColumn(unsigned pos)1576 void RenderTableSection::appendColumn(unsigned pos)
1577 {
1578     ASSERT(!m_needsCellRecalc);
1579 
1580     for (unsigned row = 0; row < m_grid.size(); ++row)
1581         m_grid[row].row.resize(pos + 1);
1582 }
1583 
splitColumn(unsigned pos,unsigned first)1584 void RenderTableSection::splitColumn(unsigned pos, unsigned first)
1585 {
1586     ASSERT(!m_needsCellRecalc);
1587 
1588     if (m_cCol > pos)
1589         m_cCol++;
1590     for (unsigned row = 0; row < m_grid.size(); ++row) {
1591         Row& r = m_grid[row].row;
1592         r.insert(pos + 1, CellStruct());
1593         if (r[pos].hasCells()) {
1594             r[pos + 1].cells.appendVector(r[pos].cells);
1595             RenderTableCell* cell = r[pos].primaryCell();
1596             ASSERT(cell);
1597             ASSERT(cell->colSpan() >= (r[pos].inColSpan ? 1u : 0));
1598             unsigned colleft = cell->colSpan() - r[pos].inColSpan;
1599             if (first > colleft)
1600               r[pos + 1].inColSpan = 0;
1601             else
1602               r[pos + 1].inColSpan = first + r[pos].inColSpan;
1603         } else {
1604             r[pos + 1].inColSpan = 0;
1605         }
1606     }
1607 }
1608 
1609 // Hit Testing
nodeAtPoint(const HitTestRequest & request,HitTestResult & result,const HitTestLocation & locationInContainer,const LayoutPoint & accumulatedOffset,HitTestAction action)1610 bool RenderTableSection::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, const HitTestLocation& locationInContainer, const LayoutPoint& accumulatedOffset, HitTestAction action)
1611 {
1612     // If we have no children then we have nothing to do.
1613     if (!firstRow())
1614         return false;
1615 
1616     // Table sections cannot ever be hit tested.  Effectively they do not exist.
1617     // Just forward to our children always.
1618     LayoutPoint adjustedLocation = accumulatedOffset + location();
1619 
1620     if (hasOverflowClip() && !locationInContainer.intersects(overflowClipRect(adjustedLocation)))
1621         return false;
1622 
1623     if (hasOverflowingCell()) {
1624         for (RenderTableRow* row = lastRow(); row; row = row->previousRow()) {
1625             // FIXME: We have to skip over inline flows, since they can show up inside table rows
1626             // at the moment (a demoted inline <form> for example). If we ever implement a
1627             // table-specific hit-test method (which we should do for performance reasons anyway),
1628             // then we can remove this check.
1629             if (!row->hasSelfPaintingLayer()) {
1630                 LayoutPoint childPoint = flipForWritingModeForChild(row, adjustedLocation);
1631                 if (row->nodeAtPoint(request, result, locationInContainer, childPoint, action)) {
1632                     updateHitTestResult(result, toLayoutPoint(locationInContainer.point() - childPoint));
1633                     return true;
1634                 }
1635             }
1636         }
1637         return false;
1638     }
1639 
1640     recalcCellsIfNeeded();
1641 
1642     LayoutRect hitTestRect = locationInContainer.boundingBox();
1643     hitTestRect.moveBy(-adjustedLocation);
1644 
1645     LayoutRect tableAlignedRect = logicalRectForWritingModeAndDirection(hitTestRect);
1646     CellSpan rowSpan = spannedRows(tableAlignedRect);
1647     CellSpan columnSpan = spannedColumns(tableAlignedRect);
1648 
1649     // Now iterate over the spanned rows and columns.
1650     for (unsigned hitRow = rowSpan.start(); hitRow < rowSpan.end(); ++hitRow) {
1651         for (unsigned hitColumn = columnSpan.start(); hitColumn < columnSpan.end(); ++hitColumn) {
1652             CellStruct& current = cellAt(hitRow, hitColumn);
1653 
1654             // If the cell is empty, there's nothing to do
1655             if (!current.hasCells())
1656                 continue;
1657 
1658             for (unsigned i = current.cells.size() ; i; ) {
1659                 --i;
1660                 RenderTableCell* cell = current.cells[i];
1661                 LayoutPoint cellPoint = flipForWritingModeForChild(cell, adjustedLocation);
1662                 if (static_cast<RenderObject*>(cell)->nodeAtPoint(request, result, locationInContainer, cellPoint, action)) {
1663                     updateHitTestResult(result, locationInContainer.point() - toLayoutSize(cellPoint));
1664                     return true;
1665                 }
1666             }
1667             if (!result.isRectBasedTest())
1668                 break;
1669         }
1670         if (!result.isRectBasedTest())
1671             break;
1672     }
1673 
1674     return false;
1675 }
1676 
removeCachedCollapsedBorders(const RenderTableCell * cell)1677 void RenderTableSection::removeCachedCollapsedBorders(const RenderTableCell* cell)
1678 {
1679     if (!table()->collapseBorders())
1680         return;
1681 
1682     for (int side = CBSBefore; side <= CBSEnd; ++side)
1683         m_cellsCollapsedBorders.remove(make_pair(cell, side));
1684 }
1685 
setCachedCollapsedBorder(const RenderTableCell * cell,CollapsedBorderSide side,CollapsedBorderValue border)1686 void RenderTableSection::setCachedCollapsedBorder(const RenderTableCell* cell, CollapsedBorderSide side, CollapsedBorderValue border)
1687 {
1688     ASSERT(table()->collapseBorders());
1689     m_cellsCollapsedBorders.set(make_pair(cell, side), border);
1690 }
1691 
cachedCollapsedBorder(const RenderTableCell * cell,CollapsedBorderSide side)1692 CollapsedBorderValue& RenderTableSection::cachedCollapsedBorder(const RenderTableCell* cell, CollapsedBorderSide side)
1693 {
1694     ASSERT(table()->collapseBorders());
1695     HashMap<pair<const RenderTableCell*, int>, CollapsedBorderValue>::iterator it = m_cellsCollapsedBorders.find(make_pair(cell, side));
1696     ASSERT_WITH_SECURITY_IMPLICATION(it != m_cellsCollapsedBorders.end());
1697     return it->value;
1698 }
1699 
createAnonymousWithParentRenderer(const RenderObject * parent)1700 RenderTableSection* RenderTableSection::createAnonymousWithParentRenderer(const RenderObject* parent)
1701 {
1702     RefPtr<RenderStyle> newStyle = RenderStyle::createAnonymousStyleWithDisplay(parent->style(), TABLE_ROW_GROUP);
1703     RenderTableSection* newSection = new RenderTableSection(0);
1704     newSection->setDocumentForAnonymous(&parent->document());
1705     newSection->setStyle(newStyle.release());
1706     return newSection;
1707 }
1708 
setLogicalPositionForCell(RenderTableCell * cell,unsigned effectiveColumn) const1709 void RenderTableSection::setLogicalPositionForCell(RenderTableCell* cell, unsigned effectiveColumn) const
1710 {
1711     LayoutPoint oldCellLocation = cell->location();
1712 
1713     LayoutPoint cellLocation(0, m_rowPos[cell->rowIndex()]);
1714     int horizontalBorderSpacing = table()->hBorderSpacing();
1715 
1716     // FIXME: The table's direction should determine our row's direction, not the section's (see bug 96691).
1717     if (!style()->isLeftToRightDirection())
1718         cellLocation.setX(table()->columnPositions()[table()->numEffCols()] - table()->columnPositions()[table()->colToEffCol(cell->col() + cell->colSpan())] + horizontalBorderSpacing);
1719     else
1720         cellLocation.setX(table()->columnPositions()[effectiveColumn] + horizontalBorderSpacing);
1721 
1722     cell->setLogicalLocation(cellLocation);
1723 
1724     if (!RuntimeEnabledFeatures::repaintAfterLayoutEnabled())
1725         view()->addLayoutDelta(oldCellLocation - cell->location());
1726 }
1727 
1728 } // namespace WebCore
1729