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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 {
static const unsigned unsetColumnIndex = 0x7FFFFFFF;
static const unsigned maxColumnIndex = 0x7FFFFFFE; // 2,147,483,646
static const unsigned unsetRowIndex = 0x7FFFFFFF;
static const unsigned maxRowIndex = 0x7FFFFFFE; // 2,147,483,646
enum IncludeBorderColorOrNot { DoNotIncludeBorderColor, IncludeBorderColor };
class RenderTableCell : public RenderBlock {
public:
explicit RenderTableCell(Node*);
// FIXME: need to implement cellIndex
int cellIndex() const { return 0; }
void setCellIndex(int) { }
unsigned colSpan() const;
unsigned rowSpan() const;
// Called from HTMLTableCellElement.
void colSpanOrRowSpanChanged();
void setCol(unsigned column)
{
if (UNLIKELY(column > maxColumnIndex))
CRASH();
m_column = column;
}
unsigned col() const
{
ASSERT(m_column != unsetColumnIndex);
return m_column;
}
void setRow(unsigned row)
{
if (UNLIKELY(row > maxRowIndex))
CRASH();
m_row = row;
}
bool rowWasSet() const { return m_row != unsetRowIndex; }
unsigned row() const
{
ASSERT(rowWasSet());
return m_row;
}
RenderTableSection* section() const { return toRenderTableSection(parent()->parent()); }
RenderTable* table() const { return toRenderTable(parent()->parent()->parent()); }
Length styleOrColLogicalWidth() const;
virtual void computePreferredLogicalWidths();
void updateLogicalWidth(LayoutUnit);
virtual LayoutUnit borderLeft() const;
virtual LayoutUnit borderRight() const;
virtual LayoutUnit borderTop() const;
virtual LayoutUnit borderBottom() const;
virtual LayoutUnit borderStart() const;
virtual LayoutUnit borderEnd() const;
virtual LayoutUnit borderBefore() const;
virtual LayoutUnit borderAfter() const;
void collectBorderValues(RenderTable::CollapsedBorderValues&) const;
static void sortBorderValues(RenderTable::CollapsedBorderValues&);
virtual void layout();
virtual void paint(PaintInfo&, const LayoutPoint&);
void paintCollapsedBorders(PaintInfo&, const LayoutPoint&);
void paintBackgroundsBehindCell(PaintInfo&, const LayoutPoint&, RenderObject* backgroundObject);
LayoutUnit 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 LayoutUnit paddingTop(bool includeIntrinsicPadding = true) const;
virtual LayoutUnit paddingBottom(bool includeIntrinsicPadding = true) const;
virtual LayoutUnit paddingLeft(bool includeIntrinsicPadding = true) const;
virtual LayoutUnit 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 LayoutUnit paddingBefore(bool includeIntrinsicPadding = true) const;
virtual LayoutUnit paddingAfter(bool includeIntrinsicPadding = true) const;
void setOverrideHeightFromRowHeight(LayoutUnit);
virtual void scrollbarsChanged(bool horizontalScrollbarChanged, bool verticalScrollbarChanged);
bool cellWidthChanged() const { return m_cellWidthChanged; }
void setCellWidthChanged(bool b = true) { m_cellWidthChanged = b; }
protected:
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 willBeDestroyed();
virtual void computeLogicalWidth();
virtual void paintBoxDecorations(PaintInfo&, const LayoutPoint&);
virtual void paintMask(PaintInfo&, const LayoutPoint&);
virtual bool boxShadowShouldBeAppliedToBackground(BackgroundBleedAvoidance, InlineFlowBox*) const OVERRIDE;
virtual LayoutSize offsetFromContainer(RenderObject*, const LayoutPoint&) const;
virtual LayoutRect clippedOverflowRectForRepaint(RenderBoxModelObject* repaintContainer) const;
virtual void computeRectForRepaint(RenderBoxModelObject* repaintContainer, LayoutRect&, bool fixed = false) const;
LayoutUnit borderHalfLeft(bool outer) const;
LayoutUnit borderHalfRight(bool outer) const;
LayoutUnit borderHalfTop(bool outer) const;
LayoutUnit borderHalfBottom(bool outer) const;
LayoutUnit borderHalfStart(bool outer) const;
LayoutUnit borderHalfEnd(bool outer) const;
LayoutUnit borderHalfBefore(bool outer) const;
LayoutUnit borderHalfAfter(bool outer) const;
CollapsedBorderValue collapsedStartBorder(IncludeBorderColorOrNot = IncludeBorderColor) const;
CollapsedBorderValue collapsedEndBorder(IncludeBorderColorOrNot = IncludeBorderColor) const;
CollapsedBorderValue collapsedBeforeBorder(IncludeBorderColorOrNot = IncludeBorderColor) const;
CollapsedBorderValue collapsedAfterBorder(IncludeBorderColorOrNot = IncludeBorderColor) const;
CollapsedBorderValue cachedCollapsedLeftBorder(RenderStyle*) const;
CollapsedBorderValue cachedCollapsedRightBorder(RenderStyle*) const;
CollapsedBorderValue cachedCollapsedTopBorder(RenderStyle*) const;
CollapsedBorderValue cachedCollapsedBottomBorder(RenderStyle*) const;
CollapsedBorderValue computeCollapsedStartBorder(IncludeBorderColorOrNot = IncludeBorderColor) const;
CollapsedBorderValue computeCollapsedEndBorder(IncludeBorderColorOrNot = IncludeBorderColor) const;
CollapsedBorderValue computeCollapsedBeforeBorder(IncludeBorderColorOrNot = IncludeBorderColor) const;
CollapsedBorderValue computeCollapsedAfterBorder(IncludeBorderColorOrNot = IncludeBorderColor) const;
unsigned m_row : 31;
bool m_cellWidthChanged : 1;
unsigned m_column : 31;
bool m_hasAssociatedTableCellElement : 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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