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// Copyright 2020 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "third_party/blink/renderer/core/paint/table_painters.h"
#include "third_party/blink/renderer/core/layout/fragmentation_utils.h"
#include "third_party/blink/renderer/core/layout/geometry/writing_mode_converter.h"
#include "third_party/blink/renderer/core/layout/layout_box.h"
#include "third_party/blink/renderer/core/layout/physical_box_fragment.h"
#include "third_party/blink/renderer/core/layout/physical_fragment_link.h"
#include "third_party/blink/renderer/core/layout/table/layout_table.h"
#include "third_party/blink/renderer/core/layout/table/layout_table_cell.h"
#include "third_party/blink/renderer/core/layout/table/layout_table_column.h"
#include "third_party/blink/renderer/core/layout/table/table_borders.h"
#include "third_party/blink/renderer/core/paint/box_background_paint_context.h"
#include "third_party/blink/renderer/core/paint/box_border_painter.h"
#include "third_party/blink/renderer/core/paint/box_decoration_data.h"
#include "third_party/blink/renderer/core/paint/box_fragment_painter.h"
#include "third_party/blink/renderer/core/paint/box_model_object_painter.h"
#include "third_party/blink/renderer/core/paint/box_painter.h"
#include "third_party/blink/renderer/core/paint/paint_auto_dark_mode.h"
#include "third_party/blink/renderer/core/paint/paint_info.h"
#include "third_party/blink/renderer/core/paint/paint_layer.h"
#include "third_party/blink/renderer/core/paint/scoped_paint_state.h"
#include "third_party/blink/renderer/core/paint/theme_painter.h"
#include "third_party/blink/renderer/platform/graphics/graphics_context_state_saver.h"
#include "third_party/blink/renderer/platform/graphics/paint/drawing_recorder.h"
namespace blink {
namespace {
// TableCollapsedEdge represents collapsed border edge for painting.
class TableCollapsedEdge {
STACK_ALLOCATED();
public:
TableCollapsedEdge(const TableBorders& borders, wtf_size_t edge_index)
: borders_(borders) {
edge_index_ = edge_index < borders_.EdgeCount() ? edge_index : UINT_MAX;
InitCachedProps();
}
TableCollapsedEdge(const TableCollapsedEdge& source, int offset)
: borders_(source.borders_) {
// If edge index would have been negative.
if (offset < 0 &&
source.edge_index_ < static_cast<wtf_size_t>(std::abs(offset))) {
edge_index_ = UINT_MAX;
} else {
edge_index_ = source.edge_index_ + offset;
if (edge_index_ >= borders_.EdgeCount())
edge_index_ = UINT_MAX;
}
InitCachedProps();
}
TableCollapsedEdge(const TableCollapsedEdge& edge)
: TableCollapsedEdge(edge, 0) {}
TableCollapsedEdge& operator=(const TableCollapsedEdge& edge) {
edge_index_ = edge.edge_index_;
border_width_ = edge.border_width_;
border_style_ = edge.border_style_;
return *this;
}
bool Exists() const { return edge_index_ != UINT_MAX; }
bool CanPaint() const {
if (!Exists())
return false;
if (border_style_ == EBorderStyle::kNone ||
border_style_ == EBorderStyle::kHidden)
return false;
if (border_width_ == 0)
return false;
return true;
}
EBorderStyle BorderStyle() const { return border_style_; }
LayoutUnit BorderWidth() const { return border_width_; }
Color BorderColor() const { return borders_.BorderColor(edge_index_); }
int CompareBoxOrder(wtf_size_t other_edge_index) const {
wtf_size_t box_order = borders_.BoxOrder(edge_index_);
wtf_size_t other_box_order = borders_.BoxOrder(other_edge_index);
if (box_order < other_box_order)
return 1;
if (box_order > other_box_order)
return -1;
return 0;
}
bool IsInlineAxis() const {
DCHECK(Exists());
DCHECK_NE(edge_index_, UINT_MAX);
return edge_index_ % borders_.EdgesPerRow() % 2 != 0;
}
wtf_size_t TableColumn() const {
DCHECK(Exists());
return edge_index_ % borders_.EdgesPerRow() / 2;
}
wtf_size_t TableRow() const {
DCHECK(Exists());
return edge_index_ / borders_.EdgesPerRow();
}
// Which edge gets to paint the joint intersection?
// Returns -1 if this edge wins, 1 if other edge wins, 0 if tie.
static int CompareForPaint(const TableCollapsedEdge& lhs,
const TableCollapsedEdge& rhs) {
if (lhs.edge_index_ == rhs.edge_index_)
return 0;
bool lhs_paints = lhs.CanPaint();
bool rhs_paints = rhs.CanPaint();
if (lhs_paints && rhs_paints) {
// Compare widths.
if (lhs.border_width_ > rhs.border_width_) {
return 1;
} else if (lhs.border_width_ < rhs.border_width_) {
return -1;
} else { // Compare styles.
// Paint border style comparison for paint has different
// rules than for winning edge border (hidden does not win).
if (lhs.border_style_ == rhs.border_style_)
return lhs.CompareBoxOrder(rhs.edge_index_);
if (rhs.border_style_ == EBorderStyle::kHidden)
return 1;
if (lhs.border_style_ == EBorderStyle::kHidden)
return -1;
if (lhs.border_style_ > rhs.border_style_)
return 1;
return -1;
}
}
if (!lhs_paints && !rhs_paints)
return 0;
if (!lhs_paints)
return -1;
DCHECK(!rhs_paints);
return 1;
}
// Returns logical neighbor edges around edge intersections.
TableCollapsedEdge EdgeBeforeStartIntersection() const {
if (IsInlineAxis()) {
return TableCollapsedEdge(*this, -2);
} else {
return TableCollapsedEdge(*this, -1);
}
}
TableCollapsedEdge EdgeAfterStartIntersection() const {
if (IsInlineAxis()) {
return TableCollapsedEdge(*this, 0);
} else {
return TableCollapsedEdge(*this, 1);
}
}
TableCollapsedEdge EdgeOverStartIntersection() const {
if (IsInlineAxis()) {
return TableCollapsedEdge(*this, -(borders_.EdgesPerRow() + 1));
} else {
return TableCollapsedEdge(*this, -borders_.EdgesPerRow());
}
}
TableCollapsedEdge EdgeUnderStartIntersection() const {
if (IsInlineAxis()) {
return TableCollapsedEdge(*this, -1);
} else {
return TableCollapsedEdge(*this, 0);
}
}
TableCollapsedEdge EdgeBeforeEndIntersection() const {
if (IsInlineAxis()) {
return TableCollapsedEdge(*this, 0);
} else {
return TableCollapsedEdge(*this, borders_.EdgesPerRow() - 1);
}
}
TableCollapsedEdge EdgeAfterEndIntersection() const {
if (IsInlineAxis()) {
return TableCollapsedEdge(*this, 2);
} else {
return TableCollapsedEdge(*this, borders_.EdgesPerRow() + 1);
}
}
TableCollapsedEdge EdgeOverEndIntersection() const {
if (IsInlineAxis()) {
return TableCollapsedEdge(*this, -(borders_.EdgesPerRow() - 1));
} else {
return TableCollapsedEdge(*this, 0);
}
}
TableCollapsedEdge EdgeUnderEndIntersection() const {
if (IsInlineAxis()) {
return TableCollapsedEdge(*this, 1);
} else {
return TableCollapsedEdge(*this, borders_.EdgesPerRow());
}
}
TableCollapsedEdge EmptyEdge() const {
return TableCollapsedEdge(borders_, UINT_MAX);
}
TableCollapsedEdge& operator++() {
DCHECK_NE(edge_index_, UINT_MAX);
if (++edge_index_ >= borders_.EdgeCount())
edge_index_ = UINT_MAX;
InitCachedProps();
return *this;
}
bool operator==(const TableCollapsedEdge& rhs) const {
return edge_index_ == rhs.edge_index_;
}
bool operator!=(const TableCollapsedEdge& rhs) const {
return !(*this == rhs);
}
private:
void InitCachedProps() {
if (edge_index_ == UINT_MAX) {
border_width_ = LayoutUnit();
border_style_ = EBorderStyle::kNone;
} else {
border_width_ = borders_.BorderWidth(edge_index_);
border_style_ = borders_.BorderStyle(edge_index_);
}
}
const TableBorders& borders_;
wtf_size_t edge_index_; // UINT_MAX means end.
// cache paint properties
LayoutUnit border_width_;
EBorderStyle border_style_;
};
// Computes a rectangle for start/end joint.
// start/end_wins is set to true if examined edge won.
// Examined edge should shrink/expand its size to fill the joints.
void ComputeEdgeJoints(const TableBorders& collapsed_borders,
const TableCollapsedEdge& edge,
bool is_over_edge_fragmentation_boundary,
bool is_under_edge_fragmentation_boundary,
LogicalSize& start_joint,
LogicalSize& end_joint,
bool& start_wins,
bool& end_wins) {
// Interesting question:
// Should multiple edges ever paint inside the same joint?
// - if one edge clearly wins, it should occupy the entire joint.
// - if edge equals another edge, we have a choice:
// a) both edges can win.
// If edges are transparent, multiple paint will be visible.
// b) pick winners by edge orders. This results in ugly staggered borders.
// I've picked a), which is how Legacy does it.
// Border precedence around the joint. Highest priority is after, then
// clockwise: after, under, before, over.
start_wins = false;
end_wins = false;
// Find winner for the start of the inline edge.
TableCollapsedEdge before_edge = edge.EdgeBeforeStartIntersection();
TableCollapsedEdge after_edge = edge.EdgeAfterStartIntersection();
TableCollapsedEdge over_edge = is_over_edge_fragmentation_boundary
? edge.EmptyEdge()
: edge.EdgeOverStartIntersection();
TableCollapsedEdge under_edge =
is_under_edge_fragmentation_boundary && edge.IsInlineAxis()
? edge.EmptyEdge()
: edge.EdgeUnderStartIntersection();
int inline_compare =
TableCollapsedEdge::CompareForPaint(before_edge, after_edge);
start_joint.block_size = inline_compare == 1 ? before_edge.BorderWidth()
: after_edge.BorderWidth();
if (is_over_edge_fragmentation_boundary ||
(is_under_edge_fragmentation_boundary && edge.IsInlineAxis())) {
start_joint.block_size = LayoutUnit();
}
// Compare over and under edges.
int block_compare =
TableCollapsedEdge::CompareForPaint(over_edge, under_edge);
start_joint.inline_size =
block_compare == 1 ? over_edge.BorderWidth() : under_edge.BorderWidth();
int inline_vs_block = TableCollapsedEdge::CompareForPaint(
inline_compare == 1 ? before_edge : after_edge,
block_compare == 1 ? over_edge : under_edge);
if (edge.IsInlineAxis()) {
if (inline_vs_block != -1 && inline_compare != 1)
start_wins = true;
} else {
if (inline_vs_block != 1 && block_compare != 1)
start_wins = true;
}
// Find the winner for the end joint of the inline edge.
before_edge = edge.EdgeBeforeEndIntersection();
after_edge = edge.EdgeAfterEndIntersection();
over_edge = is_over_edge_fragmentation_boundary && edge.IsInlineAxis()
? edge.EmptyEdge()
: edge.EdgeOverEndIntersection();
under_edge = is_under_edge_fragmentation_boundary
? edge.EmptyEdge()
: edge.EdgeUnderEndIntersection();
inline_compare = TableCollapsedEdge::CompareForPaint(before_edge, after_edge);
end_joint.block_size = inline_compare == 1 ? before_edge.BorderWidth()
: after_edge.BorderWidth();
if ((is_over_edge_fragmentation_boundary && edge.IsInlineAxis()) ||
is_under_edge_fragmentation_boundary) {
end_joint.block_size = LayoutUnit();
}
block_compare = TableCollapsedEdge::CompareForPaint(over_edge, under_edge);
end_joint.inline_size =
block_compare == 1 ? over_edge.BorderWidth() : under_edge.BorderWidth();
inline_vs_block = TableCollapsedEdge::CompareForPaint(
inline_compare == 1 ? before_edge : after_edge,
block_compare == 1 ? over_edge : under_edge);
if (edge.IsInlineAxis()) {
if (inline_vs_block != -1 && inline_compare != -1)
end_wins = true;
} else {
if (inline_vs_block != 1 && block_compare != -1)
end_wins = true;
}
}
// Computes the stitched columns-rect relative to the current fragment.
// The columns-rect is the union of all the sections in the table.
PhysicalRect ComputeColumnsRect(const PhysicalBoxFragment& fragment) {
const auto writing_direction = fragment.Style().GetWritingDirection();
LogicalRect columns_rect;
LayoutUnit stitched_block_size;
LayoutUnit fragment_block_offset;
bool is_first_section = true;
for (const PhysicalBoxFragment& walker :
To<LayoutBox>(fragment.GetLayoutObject())->PhysicalFragments()) {
if (&walker == &fragment)
fragment_block_offset = stitched_block_size;
WritingModeConverter converter(writing_direction, walker.Size());
for (const auto& child : walker.Children()) {
if (!child->IsTableSection()) {
continue;
}
LogicalRect section_rect =
converter.ToLogical({child.offset, child->Size()});
section_rect.offset.block_offset += stitched_block_size;
if (is_first_section) {
columns_rect = section_rect;
is_first_section = false;
} else {
columns_rect.UniteEvenIfEmpty(section_rect);
}
}
stitched_block_size +=
LogicalFragment(writing_direction, walker).BlockSize();
}
// Make the rect relative to the fragment we are currently painting.
columns_rect.offset.block_offset -= fragment_block_offset;
WritingModeConverter converter(writing_direction, fragment.Size());
return converter.ToPhysical(columns_rect);
}
// When painting background in a cell (for the cell or its ancestor table part),
// if any ancestor table part has a layer and the table collapses borders, the
// background is painted after the collapsed borders. We need to clip the
// background to prevent it from covering the collapsed borders around the cell.
// TODO(crbug.com/1181813): Investigate other methods.
class TableCellBackgroundClipper {
STACK_ALLOCATED();
public:
TableCellBackgroundClipper(
GraphicsContext& context,
const LayoutTableCell& table_cell,
const PhysicalRect& cell_rect,
bool is_painting_background_in_contents_space = false)
: context_(context),
needs_clip_(!is_painting_background_in_contents_space &&
(table_cell.HasLayer() || table_cell.Parent()->HasLayer() ||
table_cell.Parent()->Parent()->HasLayer()) &&
table_cell.Table()->HasCollapsedBorders()) {
if (!needs_clip_)
return;
PhysicalRect clip_rect = cell_rect;
clip_rect.Contract(table_cell.BorderOutsets());
context.Save();
context.Clip(ToPixelSnappedRect(clip_rect));
}
~TableCellBackgroundClipper() {
if (needs_clip_)
context_.Restore();
}
private:
GraphicsContext& context_;
bool needs_clip_;
};
} // namespace
bool TablePainter::WillCheckColumnBackgrounds() {
return fragment_.TableColumnGeometries();
}
void TablePainter::PaintBoxDecorationBackground(
const PaintInfo& paint_info,
const PhysicalRect& paint_rect,
const BoxDecorationData& box_decoration_data) {
WritingModeConverter converter(fragment_.Style().GetWritingDirection(),
fragment_.Size());
PhysicalRect grid_paint_rect =
converter.ToPhysical(fragment_.TableGridRect());
grid_paint_rect.offset += paint_rect.offset;
// Paint the table background on the grid-rect.
if (box_decoration_data.ShouldPaint()) {
BoxFragmentPainter(fragment_).PaintBoxDecorationBackgroundWithRectImpl(
paint_info, grid_paint_rect, box_decoration_data);
}
// Optimization: only traverse colgroups with backgrounds.
const GCedTableColumnGeometries* column_geometries_original =
fragment_.TableColumnGeometries();
TableColumnGeometries column_geometries_with_background;
if (column_geometries_original) {
for (const auto& column_geometry : *column_geometries_original) {
if (column_geometry.node.Style().HasBoxDecorationBackground()) {
column_geometries_with_background.push_back(column_geometry);
}
}
}
if (column_geometries_with_background.empty())
return;
// Paint <colgroup>/<col> backgrounds.
PhysicalRect columns_paint_rect = ComputeColumnsRect(fragment_);
columns_paint_rect.offset += paint_rect.offset;
for (const PhysicalFragmentLink& child : fragment_.Children()) {
if (!child.fragment->IsTableSection()) {
continue;
}
TableSectionPainter(To<PhysicalBoxFragment>(*child.fragment))
.PaintColumnsBackground(paint_info, paint_rect.offset + child.offset,
columns_paint_rect,
column_geometries_with_background);
}
}
namespace {
const PhysicalFragment* StartSection(const PhysicalBoxFragment& table) {
for (const auto& child : table.Children()) {
if (!child->IsTableSection()) {
continue;
}
return child.get();
}
return nullptr;
}
const PhysicalFragment* EndSection(const PhysicalBoxFragment& table) {
const auto children = table.Children();
for (auto it = children.rbegin(); it != children.rend(); ++it) {
const auto& child = *it;
if (!child->IsTableSection()) {
continue;
}
return child.get();
}
return nullptr;
}
bool IsStartRowFragmented(const PhysicalBoxFragment& section) {
for (const auto& child : section.Children()) {
if (!child->IsTableRow()) {
continue;
}
return IsBreakInside(
FindPreviousBreakToken(To<PhysicalBoxFragment>(*child)));
}
return false;
}
bool IsEndRowFragmented(const PhysicalBoxFragment& section) {
const auto children = section.Children();
for (auto it = children.rbegin(); it != children.rend(); ++it) {
const auto& child = *it;
if (!child->IsTableRow()) {
continue;
}
const auto* break_token = To<BlockBreakToken>(child->GetBreakToken());
return IsBreakInside(break_token) && !break_token->IsAtBlockEnd();
}
return false;
}
} // namespace
void TablePainter::PaintCollapsedBorders(const PaintInfo& paint_info,
const PhysicalOffset& paint_offset,
const gfx::Rect& visual_rect) {
const TableBorders* collapsed_borders = fragment_.TableCollapsedBorders();
if (!collapsed_borders)
return;
const CollapsedTableBordersGeometry* collapsed_borders_geometry =
fragment_.TableCollapsedBordersGeometry();
CHECK(collapsed_borders_geometry);
const auto& layout_table = *To<LayoutTable>(fragment_.GetLayoutObject());
if (DrawingRecorder::UseCachedDrawingIfPossible(
paint_info.context, layout_table, paint_info.phase))
return;
DrawingRecorder recorder(paint_info.context, layout_table, paint_info.phase,
visual_rect);
AutoDarkMode auto_dark_mode(PaintAutoDarkMode(
fragment_.Style(), DarkModeFilter::ElementRole::kBorder));
const wtf_size_t edges_per_row = collapsed_borders->EdgesPerRow();
const wtf_size_t total_row_count =
collapsed_borders->EdgeCount() / edges_per_row;
const auto* start_section = StartSection(fragment_);
const auto* end_section = EndSection(fragment_);
// We paint collapsed-borders section-by-section for fragmentation purposes.
// This means that we need to track the final row we've painted in each
// section to avoid double painting.
std::optional<wtf_size_t> previous_painted_row_index;
for (const auto& child : fragment_.Children()) {
if (!child->IsTableSection()) {
continue;
}
const auto& section = To<PhysicalBoxFragment>(*child);
const std::optional<wtf_size_t> section_start_row_index =
section.TableSectionStartRowIndex();
if (!section_start_row_index)
continue;
const auto& section_row_offsets = *section.TableSectionRowOffsets();
const wtf_size_t start_edge_index =
*section_start_row_index * edges_per_row;
// Determine if we have (table) content in the next/previous fragmentainer.
// We'll use this information to paint "half" borders if required.
bool has_content_in_previous_fragmentainer =
(start_section == §ion) && (*section_start_row_index > 0u);
bool has_content_in_next_fragmentainer =
(end_section == §ion) &&
(*section_start_row_index + section_row_offsets.size() <
total_row_count);
// If our row was fragmented we skip painting the borders at that edge.
bool is_start_row_fragmented = IsStartRowFragmented(section);
bool is_end_row_fragmented = IsEndRowFragmented(section);
WritingModeConverter converter(fragment_.Style().GetWritingDirection(),
section.Size());
for (auto edge = TableCollapsedEdge(*collapsed_borders, start_edge_index);
edge.Exists(); ++edge) {
const wtf_size_t table_row = edge.TableRow();
const wtf_size_t table_column = edge.TableColumn();
const wtf_size_t fragment_table_row =
table_row - *section_start_row_index;
// Check if we've exhausted the rows in this section.
if (fragment_table_row >= section_row_offsets.size()) {
// Store the final row which we painted (if it wasn't fragmented).
if (is_end_row_fragmented)
previous_painted_row_index = std::nullopt;
else
previous_painted_row_index = table_row - 1;
break;
}
if (!edge.CanPaint())
continue;
bool is_start_row = fragment_table_row == 0u;
bool is_start_fragmented = is_start_row && is_start_row_fragmented;
bool is_start_at_fragmentation_boundary =
is_start_row && has_content_in_previous_fragmentainer;
const LayoutUnit row_start_offset =
section_row_offsets[fragment_table_row];
const LayoutUnit column_start_offset =
collapsed_borders_geometry->columns[table_column];
LayoutUnit inline_start;
LayoutUnit block_start;
LayoutUnit inline_size;
LayoutUnit block_size;
if (edge.IsInlineAxis()) {
// NOTE: This crash has been observed, but we aren't able to find a
// reproducible testcase. See: crbug.com/1179369.
if (table_column + 1 >= collapsed_borders_geometry->columns.size()) {
NOTREACHED();
}
// Check if we have painted this inline border in a previous section.
if (previous_painted_row_index &&
*previous_painted_row_index == table_row) {
continue;
}
bool is_end_row = fragment_table_row == section_row_offsets.size() - 1u;
bool is_end_fragmented = is_end_row && is_end_row_fragmented;
bool is_end_at_fragmentation_boundary =
is_end_row && has_content_in_next_fragmentainer;
// If the current row has been fragmented, omit the inline border.
if (is_start_fragmented || is_end_fragmented)
continue;
inline_start = column_start_offset;
inline_size = collapsed_borders_geometry->columns[table_column + 1] -
column_start_offset;
block_start = is_start_at_fragmentation_boundary
? row_start_offset
: row_start_offset - edge.BorderWidth() / 2;
block_size = is_start_at_fragmentation_boundary ||
is_end_at_fragmentation_boundary
? edge.BorderWidth() / 2
: edge.BorderWidth();
LogicalSize start_joint;
LogicalSize end_joint;
bool start_wins;
bool end_wins;
ComputeEdgeJoints(*collapsed_borders, edge,
is_start_at_fragmentation_boundary,
is_end_at_fragmentation_boundary, start_joint,
end_joint, start_wins, end_wins);
if (start_wins) {
inline_start -= start_joint.inline_size / 2;
inline_size += start_joint.inline_size / 2;
} else {
inline_start += start_joint.inline_size / 2;
inline_size -= start_joint.inline_size / 2;
}
if (end_wins) {
inline_size += end_joint.inline_size / 2;
} else {
inline_size -= end_joint.inline_size / 2;
}
} else { // block_axis
// Check if this block border exists in this section.
if (fragment_table_row + 1 >= section_row_offsets.size())
continue;
bool is_end_row =
fragment_table_row + 1u == section_row_offsets.size() - 1u;
bool is_end_fragmented = is_end_row && is_end_row_fragmented;
bool is_end_at_fragmentation_boundary =
is_end_row && has_content_in_next_fragmentainer;
block_start = row_start_offset;
block_size =
section_row_offsets[fragment_table_row + 1] - row_start_offset;
inline_start = column_start_offset - edge.BorderWidth() / 2;
inline_size = edge.BorderWidth();
LogicalSize start_joint;
LogicalSize end_joint;
bool start_wins;
bool end_wins;
ComputeEdgeJoints(*collapsed_borders, edge,
is_start_at_fragmentation_boundary,
is_end_at_fragmentation_boundary, start_joint,
end_joint, start_wins, end_wins);
if (is_start_fragmented) {
// We don't need to perform any adjustment if we've been start
// fragmented as there isn't a joint here.
} else if (start_wins) {
block_start -= start_joint.block_size / 2;
block_size += start_joint.block_size / 2;
} else {
block_start += start_joint.block_size / 2;
block_size -= start_joint.block_size / 2;
}
if (is_end_fragmented) {
// We don't need to perform any adjustment if we've been end
// fragmented as there isn't a joint here.
} else if (end_wins) {
block_size += end_joint.block_size / 2;
} else {
block_size -= end_joint.block_size / 2;
}
}
const LogicalRect logical_border_rect(inline_start, block_start,
inline_size, block_size);
PhysicalRect physical_border_rect =
converter.ToPhysical(logical_border_rect);
physical_border_rect.offset += child.offset + paint_offset;
BoxSide box_side;
if (fragment_.Style().IsHorizontalWritingMode()) {
box_side = edge.IsInlineAxis() ? BoxSide::kTop : BoxSide::kLeft;
} else {
box_side = edge.IsInlineAxis() ? BoxSide::kLeft : BoxSide::kTop;
}
BoxBorderPainter::DrawBoxSide(
paint_info.context, ToPixelSnappedRect(physical_border_rect),
box_side, edge.BorderColor(), edge.BorderStyle(), auto_dark_mode);
}
}
}
void TableSectionPainter::PaintBoxDecorationBackground(
const PaintInfo& paint_info,
const PhysicalRect& paint_rect,
const BoxDecorationData& box_decoration_data) {
DCHECK(box_decoration_data.ShouldPaint());
if (box_decoration_data.ShouldPaintShadow()) {
BoxPainterBase::PaintNormalBoxShadow(
paint_info, paint_rect, fragment_.Style(), PhysicalBoxSides(),
!box_decoration_data.ShouldPaintBackground());
}
// If we are fragmented - determine the total part size, relative to the
// current fragment.
PhysicalRect part_rect = paint_rect;
if (!fragment_.IsOnlyForNode())
part_rect.offset -= OffsetInStitchedFragments(fragment_, &part_rect.size);
for (const PhysicalFragmentLink& child : fragment_.Children()) {
const auto& child_fragment = *child;
DCHECK(child_fragment.IsBox());
if (!child_fragment.IsTableRow()) {
continue;
}
TableRowPainter(To<PhysicalBoxFragment>(child_fragment))
.PaintTablePartBackgroundIntoCells(
paint_info, *To<LayoutBox>(fragment_.GetLayoutObject()), part_rect,
paint_rect.offset + child.offset);
}
if (box_decoration_data.ShouldPaintShadow()) {
BoxPainterBase::PaintInsetBoxShadowWithInnerRect(paint_info, paint_rect,
fragment_.Style());
}
}
void TableSectionPainter::PaintColumnsBackground(
const PaintInfo& paint_info,
const PhysicalOffset& section_paint_offset,
const PhysicalRect& columns_paint_rect,
const TableColumnGeometries& column_geometries) {
for (const PhysicalFragmentLink& row : fragment_.Children()) {
if (!row.fragment->IsTableRow()) {
continue;
}
TableRowPainter(To<PhysicalBoxFragment>(*row.fragment))
.PaintColumnsBackground(paint_info, section_paint_offset + row.offset,
columns_paint_rect, column_geometries);
}
}
void TableRowPainter::PaintBoxDecorationBackground(
const PaintInfo& paint_info,
const PhysicalRect& paint_rect,
const BoxDecorationData& box_decoration_data) {
DCHECK(box_decoration_data.ShouldPaint());
if (box_decoration_data.ShouldPaintShadow()) {
BoxPainterBase::PaintNormalBoxShadow(
paint_info, paint_rect, fragment_.Style(), PhysicalBoxSides(),
!box_decoration_data.ShouldPaintBackground());
}
// If we are fragmented - determine the total part size, relative to the
// current fragment.
PhysicalRect part_rect = paint_rect;
if (!fragment_.IsOnlyForNode())
part_rect.offset -= OffsetInStitchedFragments(fragment_, &part_rect.size);
PaintTablePartBackgroundIntoCells(paint_info,
*To<LayoutBox>(fragment_.GetLayoutObject()),
part_rect, paint_rect.offset);
if (box_decoration_data.ShouldPaintShadow()) {
BoxPainterBase::PaintInsetBoxShadowWithInnerRect(paint_info, paint_rect,
fragment_.Style());
}
}
void TableRowPainter::PaintTablePartBackgroundIntoCells(
const PaintInfo& paint_info,
const LayoutBox& table_part,
const PhysicalRect& table_part_paint_rect,
const PhysicalOffset& row_paint_offset) {
for (const PhysicalFragmentLink& child : fragment_.Children()) {
DCHECK(child.fragment->IsBox());
DCHECK(child.fragment->GetLayoutObject()->IsTableCell() ||
child.fragment->GetLayoutObject()->IsOutOfFlowPositioned());
const auto& child_fragment = *child;
if (!child_fragment.IsTableCell()) {
continue;
}
TableCellPainter(To<PhysicalBoxFragment>(child_fragment))
.PaintBackgroundForTablePart(paint_info, table_part,
table_part_paint_rect,
row_paint_offset + child.offset);
}
}
void TableRowPainter::PaintColumnsBackground(
const PaintInfo& paint_info,
const PhysicalOffset& row_paint_offset,
const PhysicalRect& columns_paint_rect,
const TableColumnGeometries& column_geometries) {
WritingModeConverter converter(fragment_.Style().GetWritingDirection(),
columns_paint_rect.size);
for (const PhysicalFragmentLink& child : fragment_.Children()) {
if (!child.fragment->IsTableCell()) {
continue;
}
const wtf_size_t cell_column =
To<PhysicalBoxFragment>(child.fragment.Get())->TableCellColumnIndex();
for (const auto& column_geometry : column_geometries) {
wtf_size_t current_start = column_geometry.start_column;
wtf_size_t current_end =
column_geometry.start_column + column_geometry.span - 1;
if (cell_column < current_start || cell_column > current_end)
continue;
LogicalSize column_size = converter.ToLogical(columns_paint_rect.size);
column_size.inline_size = column_geometry.inline_size;
PhysicalRect column_paint_rect;
column_paint_rect.size = converter.ToPhysical(column_size);
column_paint_rect.offset =
columns_paint_rect.offset +
converter.ToPhysical({column_geometry.inline_offset, LayoutUnit()},
column_paint_rect.size);
TableCellPainter(To<PhysicalBoxFragment>(*child.fragment))
.PaintBackgroundForTablePart(
paint_info, *column_geometry.node.GetLayoutBox(),
column_paint_rect, row_paint_offset + child.offset);
}
}
}
void TableCellPainter::PaintBoxDecorationBackground(
const PaintInfo& paint_info,
const PhysicalRect& paint_rect,
const BoxDecorationData& box_decoration_data) {
DCHECK(box_decoration_data.ShouldPaint());
TableCellBackgroundClipper clipper(
paint_info.context, *To<LayoutTableCell>(fragment_.GetLayoutObject()),
paint_rect, box_decoration_data.IsPaintingBackgroundInContentsSpace());
BoxFragmentPainter(fragment_).PaintBoxDecorationBackgroundWithRectImpl(
paint_info, paint_rect, box_decoration_data);
}
// Inspired by TableCellPainter::PaintBackground.
void TableCellPainter::PaintBackgroundForTablePart(
const PaintInfo& paint_info,
const LayoutBox& table_part,
const PhysicalRect& table_part_paint_rect,
const PhysicalOffset& table_cell_paint_offset) {
if (fragment_.Style().Visibility() != EVisibility::kVisible) {
return;
}
const auto& layout_table_cell =
*To<LayoutTableCell>(fragment_.GetLayoutObject());
if (layout_table_cell.BackgroundTransfersToView())
return; // cargo-culted from other painters.
Color color = table_part.StyleRef().VisitedDependentColor(
GetCSSPropertyBackgroundColor());
const FillLayer& background_layers = table_part.StyleRef().BackgroundLayers();
if (background_layers.AnyLayerHasImage() || !color.IsFullyTransparent()) {
PhysicalRect cell_paint_rect(table_cell_paint_offset, fragment_.Size());
TableCellBackgroundClipper clipper(paint_info.context, layout_table_cell,
cell_paint_rect);
BoxBackgroundPaintContext bg_paint_context(
layout_table_cell,
table_cell_paint_offset - table_part_paint_rect.offset, table_part,
table_part_paint_rect.size);
BoxFragmentPainter(fragment_).PaintFillLayers(
paint_info, color, background_layers, cell_paint_rect,
bg_paint_context);
}
}
} // namespace blink
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