void TableSectionPainter::paintCollapsedBorders(const PaintInfo& paintInfo, const LayoutPoint& paintOffset, const CollapsedBorderValue& currentBorderValue) { if (!m_layoutTableSection.numRows() || !m_layoutTableSection.table()->columns().size()) return; LayoutPoint adjustedPaintOffset = paintOffset + m_layoutTableSection.location(); BoxClipper boxClipper(m_layoutTableSection, paintInfo, adjustedPaintOffset, ForceContentsClip); LayoutRect localPaintInvalidationRect = LayoutRect(paintInfo.rect); localPaintInvalidationRect.moveBy(-adjustedPaintOffset); LayoutRect tableAlignedRect = m_layoutTableSection.logicalRectForWritingModeAndDirection(localPaintInvalidationRect); CellSpan dirtiedRows = m_layoutTableSection.dirtiedRows(tableAlignedRect); CellSpan dirtiedColumns = m_layoutTableSection.dirtiedColumns(tableAlignedRect); if (dirtiedColumns.start() >= dirtiedColumns.end()) return; // Collapsed borders are painted from the bottom right to the top left so that precedence // due to cell position is respected. for (unsigned r = dirtiedRows.end(); r > dirtiedRows.start(); r--) { unsigned row = r - 1; for (unsigned c = dirtiedColumns.end(); c > dirtiedColumns.start(); c--) { unsigned col = c - 1; const LayoutTableSection::CellStruct& current = m_layoutTableSection.cellAt(row, col); const LayoutTableCell* cell = current.primaryCell(); if (!cell || (row > dirtiedRows.start() && m_layoutTableSection.primaryCellAt(row - 1, col) == cell) || (col > dirtiedColumns.start() && m_layoutTableSection.primaryCellAt(row, col - 1) == cell)) continue; LayoutPoint cellPoint = m_layoutTableSection.flipForWritingModeForChild(cell, adjustedPaintOffset); TableCellPainter(*cell).paintCollapsedBorders(paintInfo, cellPoint, currentBorderValue); } } }
void TableSectionPainter::paintObject(const PaintInfo& paintInfo, const LayoutPoint& paintOffset) { LayoutRect localPaintInvalidationRect = LayoutRect(paintInfo.rect); localPaintInvalidationRect.moveBy(-paintOffset); LayoutRect tableAlignedRect = m_layoutTableSection.logicalRectForWritingModeAndDirection(localPaintInvalidationRect); CellSpan dirtiedRows = m_layoutTableSection.dirtiedRows(tableAlignedRect); CellSpan dirtiedColumns = m_layoutTableSection.dirtiedColumns(tableAlignedRect); HashSet<LayoutTableCell*> overflowingCells = m_layoutTableSection.overflowingCells(); if (dirtiedColumns.start() < dirtiedColumns.end()) { if (!m_layoutTableSection.hasMultipleCellLevels() && !overflowingCells.size()) { if (paintInfo.phase == PaintPhaseCollapsedTableBorders) { // Collapsed borders are painted from the bottom right to the top left so that precedence // due to cell position is respected. for (unsigned r = dirtiedRows.end(); r > dirtiedRows.start(); r--) { unsigned row = r - 1; for (unsigned c = dirtiedColumns.end(); c > dirtiedColumns.start(); c--) { unsigned col = c - 1; LayoutTableSection::CellStruct& current = m_layoutTableSection.cellAt(row, col); LayoutTableCell* cell = current.primaryCell(); if (!cell || (row > dirtiedRows.start() && m_layoutTableSection.primaryCellAt(row - 1, col) == cell) || (col > dirtiedColumns.start() && m_layoutTableSection.primaryCellAt(row, col - 1) == cell)) continue; LayoutPoint cellPoint = m_layoutTableSection.flipForWritingModeForChild(cell, paintOffset); TableCellPainter(*cell).paintCollapsedBorders(paintInfo, cellPoint); } } } else { // Draw the dirty cells in the order that they appear. for (unsigned r = dirtiedRows.start(); r < dirtiedRows.end(); r++) { LayoutTableRow* row = m_layoutTableSection.rowLayoutObjectAt(r); if (row && !row->hasSelfPaintingLayer()) TableRowPainter(*row).paintOutlineForRowIfNeeded(paintInfo, paintOffset); for (unsigned c = dirtiedColumns.start(); c < dirtiedColumns.end(); c++) { LayoutTableSection::CellStruct& current = m_layoutTableSection.cellAt(r, c); LayoutTableCell* cell = current.primaryCell(); if (!cell || (r > dirtiedRows.start() && m_layoutTableSection.primaryCellAt(r - 1, c) == cell) || (c > dirtiedColumns.start() && m_layoutTableSection.primaryCellAt(r, c - 1) == cell)) continue; paintCell(cell, paintInfo, paintOffset); } } } } else { // The overflowing cells should be scarce to avoid adding a lot of cells to the HashSet. #if ENABLE(ASSERT) unsigned totalRows = m_layoutTableSection.numRows(); unsigned totalCols = m_layoutTableSection.table()->columns().size(); ASSERT(overflowingCells.size() < totalRows * totalCols * gMaxAllowedOverflowingCellRatioForFastPaintPath); #endif // To make sure we properly paint invalidate the section, we paint invalidated all the overflowing cells that we collected. Vector<LayoutTableCell*> cells; copyToVector(overflowingCells, cells); HashSet<LayoutTableCell*> spanningCells; for (unsigned r = dirtiedRows.start(); r < dirtiedRows.end(); r++) { LayoutTableRow* row = m_layoutTableSection.rowLayoutObjectAt(r); if (row && !row->hasSelfPaintingLayer()) TableRowPainter(*row).paintOutlineForRowIfNeeded(paintInfo, paintOffset); for (unsigned c = dirtiedColumns.start(); c < dirtiedColumns.end(); c++) { LayoutTableSection::CellStruct& current = m_layoutTableSection.cellAt(r, c); if (!current.hasCells()) continue; for (unsigned i = 0; i < current.cells.size(); ++i) { if (overflowingCells.contains(current.cells[i])) continue; if (current.cells[i]->rowSpan() > 1 || current.cells[i]->colSpan() > 1) { if (!spanningCells.add(current.cells[i]).isNewEntry) continue; } cells.append(current.cells[i]); } } } // Sort the dirty cells by paint order. if (!overflowingCells.size()) std::stable_sort(cells.begin(), cells.end(), compareCellPositions); else std::sort(cells.begin(), cells.end(), compareCellPositionsWithOverflowingCells); if (paintInfo.phase == PaintPhaseCollapsedTableBorders) { for (unsigned i = cells.size(); i > 0; --i) { LayoutPoint cellPoint = m_layoutTableSection.flipForWritingModeForChild(cells[i - 1], paintOffset); TableCellPainter(*cells[i - 1]).paintCollapsedBorders(paintInfo, cellPoint); } } else { for (unsigned i = 0; i < cells.size(); ++i) paintCell(cells[i], paintInfo, paintOffset); } } } }