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/*
* Copyright (C) 1997 Martin Jones (mjones@kde.org)
* (C) 1997 Torben Weis (weis@kde.org)
* (C) 1998 Waldo Bastian (bastian@kde.org)
* (C) 1999 Lars Knoll (knoll@kde.org)
* (C) 1999 Antti Koivisto (koivisto@kde.org)
* Copyright (C) 2003, 2004, 2005, 2006, 2007, 2009 Apple Inc. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifndef RenderTableCell_h
#define RenderTableCell_h
#include "RenderTableSection.h"
namespace WebCore {
class RenderTableCell : public RenderBlock {
public:
explicit RenderTableCell(Node*);
// FIXME: need to implement cellIndex
int cellIndex() const { return 0; }
void setCellIndex(int) { }
int colSpan() const { return m_columnSpan; }
void setColSpan(int c) { m_columnSpan = c; }
int rowSpan() const { return m_rowSpan; }
void setRowSpan(int r) { m_rowSpan = r; }
int col() const { return m_column; }
void setCol(int col) { m_column = col; }
int row() const { return m_row; }
void setRow(int row) { m_row = row; }
RenderTableSection* section() const { return toRenderTableSection(parent()->parent()); }
RenderTable* table() const { return toRenderTable(parent()->parent()->parent()); }
Length styleOrColLogicalWidth() const;
virtual void computePreferredLogicalWidths();
void updateLogicalWidth(int);
virtual int borderLeft() const;
virtual int borderRight() const;
virtual int borderTop() const;
virtual int borderBottom() const;
virtual int borderStart() const;
virtual int borderEnd() const;
virtual int borderBefore() const;
virtual int borderAfter() const;
int borderHalfLeft(bool outer) const;
int borderHalfRight(bool outer) const;
int borderHalfTop(bool outer) const;
int borderHalfBottom(bool outer) const;
int borderHalfStart(bool outer) const;
int borderHalfEnd(bool outer) const;
int borderHalfBefore(bool outer) const;
int borderHalfAfter(bool outer) const;
CollapsedBorderValue collapsedStartBorder() const;
CollapsedBorderValue collapsedEndBorder() const;
CollapsedBorderValue collapsedBeforeBorder() const;
CollapsedBorderValue collapsedAfterBorder() const;
CollapsedBorderValue collapsedLeftBorder() const;
CollapsedBorderValue collapsedRightBorder() const;
CollapsedBorderValue collapsedTopBorder() const;
CollapsedBorderValue collapsedBottomBorder() const;
typedef Vector<CollapsedBorderValue, 100> CollapsedBorderStyles;
void collectBorderStyles(CollapsedBorderStyles&) const;
static void sortBorderStyles(CollapsedBorderStyles&);
virtual void updateFromElement();
virtual void layout();
virtual void paint(PaintInfo&, int tx, int ty);
void paintBackgroundsBehindCell(PaintInfo&, int tx, int ty, RenderObject* backgroundObject);
int cellBaselinePosition() const;
void setIntrinsicPaddingBefore(int p) { m_intrinsicPaddingBefore = p; }
void setIntrinsicPaddingAfter(int p) { m_intrinsicPaddingAfter = p; }
void setIntrinsicPadding(int before, int after) { setIntrinsicPaddingBefore(before); setIntrinsicPaddingAfter(after); }
void clearIntrinsicPadding() { setIntrinsicPadding(0, 0); }
int intrinsicPaddingBefore() const { return m_intrinsicPaddingBefore; }
int intrinsicPaddingAfter() const { return m_intrinsicPaddingAfter; }
virtual int paddingTop(bool includeIntrinsicPadding = true) const;
virtual int paddingBottom(bool includeIntrinsicPadding = true) const;
virtual int paddingLeft(bool includeIntrinsicPadding = true) const;
virtual int paddingRight(bool includeIntrinsicPadding = true) const;
// FIXME: For now we just assume the cell has the same block flow direction as the table. It's likely we'll
// create an extra anonymous RenderBlock to handle mixing directionality anyway, in which case we can lock
// the block flow directionality of the cells to the table's directionality.
virtual int paddingBefore(bool includeIntrinsicPadding = true) const;
virtual int paddingAfter(bool includeIntrinsicPadding = true) const;
virtual void setOverrideSize(int);
void setOverrideSizeFromRowHeight(int);
bool hasVisualOverflow() const { return m_overflow && !borderBoxRect().contains(m_overflow->visualOverflowRect()); }
virtual void scrollbarsChanged(bool horizontalScrollbarChanged, bool verticalScrollbarChanged);
bool cellWidthChanged() const { return m_cellWidthChanged; }
void setCellWidthChanged(bool b = true) { m_cellWidthChanged = b; }
protected:
virtual void styleWillChange(StyleDifference, const RenderStyle* newStyle);
virtual void styleDidChange(StyleDifference, const RenderStyle* oldStyle);
private:
virtual const char* renderName() const { return isAnonymous() ? "RenderTableCell (anonymous)" : "RenderTableCell"; }
virtual bool isTableCell() const { return true; }
virtual void destroy();
virtual void computeLogicalWidth();
virtual void paintBoxDecorations(PaintInfo&, int tx, int ty);
virtual void paintMask(PaintInfo&, int tx, int ty);
virtual IntSize offsetFromContainer(RenderObject*, const IntPoint&) const;
virtual IntRect clippedOverflowRectForRepaint(RenderBoxModelObject* repaintContainer);
virtual void computeRectForRepaint(RenderBoxModelObject* repaintContainer, IntRect&, bool fixed = false);
void paintCollapsedBorder(GraphicsContext*, int x, int y, int w, int h);
int m_row;
int m_column;
int m_rowSpan;
int m_columnSpan : 31;
bool m_cellWidthChanged : 1;
int m_intrinsicPaddingBefore;
int m_intrinsicPaddingAfter;
};
inline RenderTableCell* toRenderTableCell(RenderObject* object)
{
ASSERT(!object || object->isTableCell());
return static_cast<RenderTableCell*>(object);
}
inline const RenderTableCell* toRenderTableCell(const RenderObject* object)
{
ASSERT(!object || object->isTableCell());
return static_cast<const RenderTableCell*>(object);
}
// This will catch anyone doing an unnecessary cast.
void toRenderTableCell(const RenderTableCell*);
} // namespace WebCore
#endif // RenderTableCell_h
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