#ifndef RenderTable_h
#define RenderTable_h
#include "CSSPropertyNames.h"
#include "RenderBlock.h"
#include <wtf/Vector.h>
namespace WebCore {
class RenderTableCol;
class RenderTableCell;
class RenderTableSection;
class TableLayout;
class RenderTable : public RenderBlock {
public:
RenderTable(Node*);
int getColumnPos(int col) const { return m_columnPos[col]; }
int hBorderSpacing() const { return m_hSpacing; }
int vBorderSpacing() const { return m_vSpacing; }
bool collapseBorders() const { return style()->borderCollapse(); }
int borderLeft() const { return m_borderLeft; }
int borderRight() const { return m_borderRight; }
int borderTop() const;
int borderBottom() const;
const Color bgColor() const { return style()->visitedDependentColor(CSSPropertyBackgroundColor); }
int outerBorderTop() const;
int outerBorderBottom() const;
int outerBorderLeft() const;
int outerBorderRight() const;
int calcBorderLeft() const;
int calcBorderRight() const;
void recalcHorizontalBorders();
virtual void addChild(RenderObject* child, RenderObject* beforeChild = 0);
struct ColumnStruct {
enum {
WidthUndefined = 0xffff
};
ColumnStruct()
: span(1)
, width(WidthUndefined)
{
}
unsigned span;
unsigned width; };
Vector<ColumnStruct>& columns() { return m_columns; }
Vector<int>& columnPositions() { return m_columnPos; }
RenderTableSection* header() const { return m_head; }
RenderTableSection* footer() const { return m_foot; }
RenderTableSection* firstBody() const { return m_firstBody; }
void splitColumn(int pos, int firstSpan);
void appendColumn(int span);
int numEffCols() const { return m_columns.size(); }
int spanOfEffCol(int effCol) const { return m_columns[effCol].span; }
int colToEffCol(int col) const
{
int i = 0;
int effCol = numEffCols();
for (int c = 0; c < col && i < effCol; ++i)
c += m_columns[i].span;
return i;
}
int effColToCol(int effCol) const
{
int c = 0;
for (int i = 0; i < effCol; i++)
c += m_columns[i].span;
return c;
}
int bordersPaddingAndSpacing() const
{
return borderLeft() + borderRight() +
(collapseBorders() ? 0 : (paddingLeft() + paddingRight() + (numEffCols() + 1) * hBorderSpacing()));
}
RenderTableCol* colElement(int col, bool* startEdge = 0, bool* endEdge = 0) const;
RenderTableCol* nextColElement(RenderTableCol* current) const;
bool needsSectionRecalc() const { return m_needsSectionRecalc; }
void setNeedsSectionRecalc()
{
if (documentBeingDestroyed())
return;
m_needsSectionRecalc = true;
setNeedsLayout(true);
}
RenderTableSection* sectionAbove(const RenderTableSection*, bool skipEmptySections = false) const;
RenderTableSection* sectionBelow(const RenderTableSection*, bool skipEmptySections = false) const;
RenderTableCell* cellAbove(const RenderTableCell*) const;
RenderTableCell* cellBelow(const RenderTableCell*) const;
RenderTableCell* cellBefore(const RenderTableCell*) const;
RenderTableCell* cellAfter(const RenderTableCell*) const;
const CollapsedBorderValue* currentBorderStyle() const { return m_currentBorder; }
bool hasSections() const { return m_head || m_foot || m_firstBody; }
void recalcSectionsIfNeeded() const
{
if (m_needsSectionRecalc)
recalcSections();
}
protected:
virtual void styleDidChange(StyleDifference, const RenderStyle* oldStyle);
private:
virtual const char* renderName() const { return "RenderTable"; }
virtual bool isTable() const { return true; }
virtual bool avoidsFloats() const { return true; }
virtual void removeChild(RenderObject* oldChild);
virtual void paint(PaintInfo&, int tx, int ty);
virtual void paintObject(PaintInfo&, int tx, int ty);
virtual void paintBoxDecorations(PaintInfo&, int tx, int ty);
virtual void paintMask(PaintInfo&, int tx, int ty);
virtual void layout();
virtual void calcPrefWidths();
virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, int xPos, int yPos, int tx, int ty, HitTestAction);
virtual int firstLineBoxBaseline() const;
virtual RenderBlock* firstLineBlock() const;
virtual void updateFirstLetter();
virtual void setCellWidths();
virtual void calcWidth();
virtual IntRect overflowClipRect(int tx, int ty);
void recalcSections() const;
mutable Vector<int> m_columnPos;
mutable Vector<ColumnStruct> m_columns;
mutable RenderBlock* m_caption;
mutable RenderTableSection* m_head;
mutable RenderTableSection* m_foot;
mutable RenderTableSection* m_firstBody;
OwnPtr<TableLayout> m_tableLayout;
const CollapsedBorderValue* m_currentBorder;
mutable bool m_hasColElements : 1;
mutable bool m_needsSectionRecalc : 1;
short m_hSpacing;
short m_vSpacing;
int m_borderLeft;
int m_borderRight;
};
inline RenderTable* toRenderTable(RenderObject* object)
{
ASSERT(!object || object->isTable());
return static_cast<RenderTable*>(object);
}
inline const RenderTable* toRenderTable(const RenderObject* object)
{
ASSERT(!object || object->isTable());
return static_cast<const RenderTable*>(object);
}
void toRenderTable(const RenderTable*);
}
#endif // RenderTable_h