webengine/osswebengine/WebCore/rendering/RenderTableSection.cpp
changeset 0 dd21522fd290
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/webengine/osswebengine/WebCore/rendering/RenderTableSection.cpp	Mon Mar 30 12:54:55 2009 +0300
@@ -0,0 +1,1098 @@
+/**
+ * This file is part of the DOM implementation for KDE.
+ *
+ * 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 Apple Computer, Inc.
+ * Copyright (C) 2006 Alexey Proskuryakov (ap@nypop.com)
+ *
+ * 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.
+ */
+
+#include "config.h"
+#include "RenderTableSection.h"
+
+#include "CachedImage.h"
+#include "Document.h"
+#include "HTMLNames.h"
+#include "RenderTableCell.h"
+#include "RenderTableCol.h"
+#include "RenderTableRow.h"
+#include "RenderView.h"
+#include "TextStream.h"
+#include <limits>
+#include <wtf/Vector.h>
+
+using namespace std;
+
+namespace WebCore {
+
+using namespace HTMLNames;
+
+RenderTableSection::RenderTableSection(Node* node)
+    : RenderContainer(node)
+    , m_gridRows(0)
+    , m_cCol(0)
+    , m_cRow(-1)
+    , m_needsCellRecalc(false)
+    , m_outerBorderLeft(0)
+    , m_outerBorderRight(0)
+    , m_outerBorderTop(0)
+    , m_outerBorderBottom(0)
+    , m_overflowLeft(0)
+    , m_overflowWidth(0)
+    , m_overflowTop(0)
+    , m_overflowHeight(0)
+    , m_hasOverflowingCell(false)
+{
+    // init RenderObject attributes
+    setInline(false);   // our object is not Inline
+}
+
+RenderTableSection::~RenderTableSection()
+{
+    clearGrid();
+}
+
+void RenderTableSection::destroy()
+{
+    RenderTable* recalcTable = table();
+    
+    RenderContainer::destroy();
+    
+    // recalc cell info because RenderTable has unguarded pointers
+    // stored that point to this RenderTableSection.
+    if (recalcTable)
+        recalcTable->setNeedsSectionRecalc();
+}
+
+void RenderTableSection::setStyle(RenderStyle* newStyle)
+{
+    // we don't allow changing this one
+    if (style())
+        newStyle->setDisplay(style()->display());
+    else if (newStyle->display() != TABLE_FOOTER_GROUP && newStyle->display() != TABLE_HEADER_GROUP)
+        newStyle->setDisplay(TABLE_ROW_GROUP);
+
+    RenderContainer::setStyle(newStyle);
+}
+
+void RenderTableSection::addChild(RenderObject* child, RenderObject* beforeChild)
+{
+    // Make sure we don't append things after :after-generated content if we have it.
+    if (!beforeChild && isAfterContent(lastChild()))
+        beforeChild = lastChild();
+
+    bool isTableSection = element() && (element()->hasTagName(theadTag) || element()->hasTagName(tbodyTag) || element()->hasTagName(tfootTag));
+
+    if (!child->isTableRow()) {
+        if (isTableSection && child->element() && child->element()->hasTagName(formTag) && document()->isHTMLDocument()) {
+            RenderContainer::addChild(child, beforeChild);
+            return;
+        }
+
+        RenderObject* last = beforeChild;
+        if (!last)
+            last = lastChild();
+        if (last && last->isAnonymous()) {
+            last->addChild(child);
+            return;
+        }
+
+        // If beforeChild is inside an anonymous cell/row, insert into the cell or into
+        // the anonymous row containing it, if there is one.
+        RenderObject* lastBox = last;
+        while (lastBox && lastBox->parent()->isAnonymous() && !lastBox->isTableRow())
+            lastBox = lastBox->parent();
+        if (lastBox && lastBox->isAnonymous()) {
+            lastBox->addChild(child, beforeChild);
+            return;
+        }
+
+        RenderObject* row = new (renderArena()) RenderTableRow(document() /* anonymous table */);
+        RenderStyle* newStyle = new (renderArena()) RenderStyle();
+        newStyle->inheritFrom(style());
+        newStyle->setDisplay(TABLE_ROW);
+        row->setStyle(newStyle);
+        addChild(row, beforeChild);
+        row->addChild(child);
+        return;
+    }
+
+    if (beforeChild)
+        setNeedsCellRecalc();
+
+    ++m_cRow;
+    m_cCol = 0;
+
+    // make sure we have enough rows
+    if (!ensureRows(m_cRow + 1))
+        return;
+
+    m_grid[m_cRow].rowRenderer = child;
+
+    if (!beforeChild) {
+        m_grid[m_cRow].height = child->style()->height();
+        if (m_grid[m_cRow].height.isRelative())
+            m_grid[m_cRow].height = Length();
+    }
+
+    // If the next renderer is actually wrapped in an anonymous table row, we need to go up and find that.
+    while (beforeChild && !beforeChild->isTableRow())
+        beforeChild = beforeChild->parent();
+
+    RenderContainer::addChild(child, beforeChild);
+}
+
+bool RenderTableSection::ensureRows(int numRows)
+{
+    int nRows = m_gridRows;
+    if (numRows > nRows) {
+        if (numRows > static_cast<int>(m_grid.size())) {
+            size_t maxSize = numeric_limits<size_t>::max() / sizeof(RowStruct);
+            if (static_cast<size_t>(numRows) > maxSize)
+                return false;
+            m_grid.resize(numRows);
+        }
+        m_gridRows = numRows;
+        int nCols = table()->numEffCols();
+        CellStruct emptyCellStruct;
+        emptyCellStruct.cell = 0;
+        emptyCellStruct.inColSpan = false;
+        for (int r = nRows; r < numRows; r++) {
+            m_grid[r].row = new Row(nCols);
+            m_grid[r].row->fill(emptyCellStruct);
+            m_grid[r].rowRenderer = 0;
+            m_grid[r].baseline = 0;
+            m_grid[r].height = Length();
+        }
+    }
+
+    return true;
+}
+
+void RenderTableSection::addCell(RenderTableCell* cell, RenderObject* row)
+{
+    int rSpan = cell->rowSpan();
+    int cSpan = cell->colSpan();
+    Vector<RenderTable::ColumnStruct>& columns = table()->columns();
+    int nCols = columns.size();
+
+    // ### mozilla still seems to do the old HTML way, even for strict DTD
+    // (see the annotation on table cell layouting in the CSS specs and the testcase below:
+    // <TABLE border>
+    // <TR><TD>1 <TD rowspan="2">2 <TD>3 <TD>4
+    // <TR><TD colspan="2">5
+    // </TABLE>
+
+    while (m_cCol < nCols && (cellAt(m_cRow, m_cCol).cell || cellAt(m_cRow, m_cCol).inColSpan))
+        m_cCol++;
+
+    if (rSpan == 1) {
+        // we ignore height settings on rowspan cells
+        Length height = cell->style()->height();
+        if (height.isPositive() || (height.isRelative() && height.value() >= 0)) {
+            Length cRowHeight = m_grid[m_cRow].height;
+            switch (height.type()) {
+                case Percent:
+                    if (!(cRowHeight.isPercent()) ||
+                        (cRowHeight.isPercent() && cRowHeight.rawValue() < height.rawValue()))
+                        m_grid[m_cRow].height = height;
+                        break;
+                case Fixed:
+                    if (cRowHeight.type() < Percent ||
+                        (cRowHeight.isFixed() && cRowHeight.value() < height.value()))
+                        m_grid[m_cRow].height = height;
+                    break;
+                case Relative:
+                default:
+                    break;
+            }
+        }
+    }
+
+    // make sure we have enough rows
+    if (!ensureRows(m_cRow + rSpan))
+        return;
+
+    m_grid[m_cRow].rowRenderer = row;
+
+    int col = m_cCol;
+    // tell the cell where it is
+    CellStruct currentCell;
+    currentCell.cell = cell;
+    currentCell.inColSpan = false;
+    while (cSpan) {
+        int currentSpan;
+        if (m_cCol >= nCols) {
+            table()->appendColumn(cSpan);
+            currentSpan = cSpan;
+        } else {
+            if (cSpan < columns[m_cCol].span)
+                table()->splitColumn(m_cCol, cSpan);
+            currentSpan = columns[m_cCol].span;
+        }
+
+        for (int r = 0; r < rSpan; r++) {
+            CellStruct& c = cellAt(m_cRow + r, m_cCol);
+            if (currentCell.cell && !c.cell)
+                c.cell = currentCell.cell;
+            if (currentCell.inColSpan)
+                c.inColSpan = true;
+        }
+        m_cCol++;
+        cSpan -= currentSpan;
+        currentCell.cell = 0;
+        currentCell.inColSpan = true;
+    }
+    if (cell) {
+        cell->setRow(m_cRow);
+        cell->setCol(table()->effColToCol(col));
+    }
+}
+
+void RenderTableSection::setCellWidths()
+{
+    Vector<int>& columnPos = table()->columnPositions();
+    bool pushedLayoutState = false;
+
+    for (int i = 0; i < m_gridRows; i++) {
+        Row& row = *m_grid[i].row;
+        int cols = row.size();
+        for (int j = 0; j < cols; j++) {
+            CellStruct current = row[j];
+            RenderTableCell* cell = current.cell;
+
+            if (!cell)
+                continue;
+            int endCol = j;
+            int cspan = cell->colSpan();
+            while (cspan && endCol < cols) {
+                cspan -= table()->columns()[endCol].span;
+                endCol++;
+            }
+            int w = columnPos[endCol] - columnPos[j] - table()->hBorderSpacing();
+            int oldWidth = cell->width();
+            if (w != oldWidth) {
+                cell->setNeedsLayout(true);
+                if (!table()->selfNeedsLayout() && cell->checkForRepaintDuringLayout()) {
+                    if (!pushedLayoutState) {
+                        // Technically, we should also push state for the row, but since
+                        // rows don't push a coordinate transform, that's not necessary.
+                        view()->pushLayoutState(this, IntSize(m_x, m_y));
+                        pushedLayoutState = true;
+                    }
+                    cell->repaint();
+                }
+                cell->setWidth(w);
+            }
+        }
+    }
+    
+    if (pushedLayoutState)
+        view()->popLayoutState();
+}
+
+void RenderTableSection::calcRowHeight()
+{
+    RenderTableCell* cell;
+
+    int spacing = table()->vBorderSpacing();
+    bool pushedLayoutState = false;
+
+    m_rowPos.resize(m_gridRows + 1);
+    m_rowPos[0] = spacing;
+
+    for (int r = 0; r < m_gridRows; r++) {
+        m_rowPos[r + 1] = 0;
+        m_grid[r].baseline = 0;
+        int baseline = 0;
+        int bdesc = 0;
+        int ch = m_grid[r].height.calcMinValue(0);
+        int pos = m_rowPos[r] + ch + (m_grid[r].rowRenderer ? spacing : 0);
+
+        m_rowPos[r + 1] = max(m_rowPos[r + 1], pos);
+
+        Row* row = m_grid[r].row;
+        int totalCols = row->size();
+
+        for (int c = 0; c < totalCols; c++) {
+            CellStruct current = cellAt(r, c);
+            cell = current.cell;
+            if (!cell || current.inColSpan)
+                continue;
+            if (r < m_gridRows - 1 && cellAt(r + 1, c).cell == cell)
+                continue;
+
+            int indx = max(r - cell->rowSpan() + 1, 0);
+
+            if (cell->overrideSize() != -1) {
+                if (!pushedLayoutState) {
+                    // Technically, we should also push state for the row, but since
+                    // rows don't push a coordinate transform, that's not necessary.
+                    view()->pushLayoutState(this, IntSize(m_x, m_y));
+                    pushedLayoutState = true;
+                }
+                cell->setOverrideSize(-1);
+                cell->setChildNeedsLayout(true, false);
+                cell->layoutIfNeeded();
+            }
+            
+            // Explicit heights use the border box in quirks mode.  In strict mode do the right
+            // thing and actually add in the border and padding.
+            ch = cell->style()->height().calcValue(0) + 
+                (cell->style()->htmlHacks() ? 0 : (cell->paddingTop() + cell->paddingBottom() +
+                                                   cell->borderTop() + cell->borderBottom()));
+            ch = max(ch, cell->height());
+
+            pos = m_rowPos[indx] + ch + (m_grid[r].rowRenderer ? spacing : 0);
+
+            m_rowPos[r + 1] = max(m_rowPos[r + 1], pos);
+
+            // find out the baseline
+            EVerticalAlign va = cell->style()->verticalAlign();
+            if (va == BASELINE || va == TEXT_BOTTOM || va == TEXT_TOP || va == SUPER || va == SUB) {
+                int b = cell->baselinePosition();
+                if (b > cell->borderTop() + cell->paddingTop()) {
+                    baseline = max(baseline, b);
+                    bdesc = max(bdesc, m_rowPos[indx] + ch - b);
+                }
+            }
+        }
+
+        //do we have baseline aligned elements?
+        if (baseline) {
+            // increase rowheight if baseline requires
+            m_rowPos[r + 1] = max(m_rowPos[r + 1], baseline + bdesc + (m_grid[r].rowRenderer ? spacing : 0));
+            m_grid[r].baseline = baseline;
+        }
+
+        m_rowPos[r + 1] = max(m_rowPos[r + 1], m_rowPos[r]);
+    }
+
+    if (pushedLayoutState)
+        view()->popLayoutState();
+}
+
+int RenderTableSection::layoutRows(int toAdd)
+{
+    int rHeight;
+    int rindx;
+    int totalRows = m_gridRows;
+    
+    // Set the width of our section now.  The rows will also be this width.
+    m_width = table()->contentWidth();
+    m_overflowLeft = 0;
+    m_overflowWidth = m_width;
+    m_overflowTop = 0;
+    m_overflowHeight = 0;
+    m_hasOverflowingCell = false;
+
+    if (table()->collapseBorders())
+        recalcOuterBorder();
+    
+    if (toAdd && totalRows && (m_rowPos[totalRows] || !nextSibling())) {
+        int totalHeight = m_rowPos[totalRows] + toAdd;
+
+        int dh = toAdd;
+        int totalPercent = 0;
+        int numAuto = 0;
+        for (int r = 0; r < totalRows; r++) {
+            if (m_grid[r].height.isAuto())
+                numAuto++;
+            else if (m_grid[r].height.isPercent())
+                totalPercent += m_grid[r].height.rawValue();
+        }
+        if (totalPercent) {
+            // try to satisfy percent
+            int add = 0;
+            totalPercent = min(totalPercent, 100 * percentScaleFactor);
+            int rh = m_rowPos[1] - m_rowPos[0];
+            for (int r = 0; r < totalRows; r++) {
+                if (totalPercent > 0 && m_grid[r].height.isPercent()) {
+                    int toAdd = min(dh, (totalHeight * m_grid[r].height.rawValue() / (100 * percentScaleFactor)) - rh);
+                    // If toAdd is negative, then we don't want to shrink the row (this bug
+                    // affected Outlook Web Access).
+                    toAdd = max(0, toAdd);
+                    add += toAdd;
+                    dh -= toAdd;
+                    totalPercent -= m_grid[r].height.rawValue();
+                }
+                if (r < totalRows - 1)
+                    rh = m_rowPos[r + 2] - m_rowPos[r + 1];
+                m_rowPos[r + 1] += add;
+            }
+        }
+        if (numAuto) {
+            // distribute over variable cols
+            int add = 0;
+            for (int r = 0; r < totalRows; r++) {
+                if (numAuto > 0 && m_grid[r].height.isAuto()) {
+                    int toAdd = dh / numAuto;
+                    add += toAdd;
+                    dh -= toAdd;
+                    numAuto--;
+                }
+                m_rowPos[r + 1] += add;
+            }
+        }
+        if (dh > 0 && m_rowPos[totalRows]) {
+            // if some left overs, distribute equally.
+            int tot = m_rowPos[totalRows];
+            int add = 0;
+            int prev = m_rowPos[0];
+            for (int r = 0; r < totalRows; r++) {
+                //weight with the original height
+                add += dh * (m_rowPos[r + 1] - prev) / tot;
+                prev = m_rowPos[r + 1];
+                m_rowPos[r + 1] += add;
+            }
+        }
+    }
+
+    int hspacing = table()->hBorderSpacing();
+    int vspacing = table()->vBorderSpacing();
+    int nEffCols = table()->numEffCols();
+
+    view()->pushLayoutState(this, IntSize(m_x, m_y));
+
+    for (int r = 0; r < totalRows; r++) {
+        // Set the row's x/y position and width/height.
+        if (RenderObject* rowRenderer = m_grid[r].rowRenderer) {
+            rowRenderer->setPos(0, m_rowPos[r]);
+            rowRenderer->setWidth(m_width);
+            rowRenderer->setHeight(m_rowPos[r + 1] - m_rowPos[r] - vspacing);
+        }
+
+        for (int c = 0; c < nEffCols; c++) {
+            RenderTableCell* cell = cellAt(r, c).cell;
+            
+            if (!cell)
+                continue;
+            if (r < totalRows - 1 && cell == cellAt(r + 1, c).cell)
+                continue;
+
+            rindx = max(0, r - cell->rowSpan() + 1);
+
+            rHeight = m_rowPos[r + 1] - m_rowPos[rindx] - vspacing;
+            
+            // Force percent height children to lay themselves out again.
+            // This will cause these children to grow to fill the cell.
+            // FIXME: There is still more work to do here to fully match WinIE (should
+            // it become necessary to do so).  In quirks mode, WinIE behaves like we
+            // do, but it will clip the cells that spill out of the table section.  In
+            // strict mode, Mozilla and WinIE both regrow the table to accommodate the
+            // new height of the cell (thus letting the percentages cause growth one
+            // time only).  We may also not be handling row-spanning cells correctly.
+            //
+            // Note also the oddity where replaced elements always flex, and yet blocks/tables do
+            // not necessarily flex.  WinIE is crazy and inconsistent, and we can't hope to
+            // match the behavior perfectly, but we'll continue to refine it as we discover new
+            // bugs. :)
+            bool cellChildrenFlex = false;
+            bool flexAllChildren = cell->style()->height().isFixed() || 
+                (!table()->style()->height().isAuto() && rHeight != cell->height());
+
+            for (RenderObject* o = cell->firstChild(); o; o = o->nextSibling()) {
+                if (!o->isText() && o->style()->height().isPercent() && (o->isReplaced() || o->scrollsOverflow() || flexAllChildren)) {
+                    // Tables with no sections do not flex.
+                    if (!o->isTable() || static_cast<RenderTable*>(o)->hasSections()) {
+                        o->setNeedsLayout(true, false);
+                        cell->setChildNeedsLayout(true, false);
+                        cellChildrenFlex = true;
+                    }
+                }
+            }
+            if (cellChildrenFlex) {
+                // Alignment within a cell is based off the calculated
+                // height, which becomes irrelevant once the cell has
+                // been resized based off its percentage. -dwh
+                cell->setOverrideSize(max(0, 
+                                           rHeight - cell->borderTop() - cell->paddingTop() - 
+                                                     cell->borderBottom() - cell->paddingBottom()));
+                cell->layoutIfNeeded();
+                
+                // If the baseline moved, we may have to update the data for our row. Find out the new baseline.
+                EVerticalAlign va = cell->style()->verticalAlign();
+                if (va == BASELINE || va == TEXT_BOTTOM || va == TEXT_TOP || va == SUPER || va == SUB) {
+                    int b = cell->baselinePosition();
+                    if (b > cell->borderTop() + cell->paddingTop())
+                        m_grid[r].baseline = max(m_grid[r].baseline, b);
+                }
+            }
+            
+            int te = 0;
+            switch (cell->style()->verticalAlign()) {
+                case SUB:
+                case SUPER:
+                case TEXT_TOP:
+                case TEXT_BOTTOM:
+                case BASELINE:
+                    te = getBaseline(r) - cell->baselinePosition();
+                    break;
+                case TOP:
+                    te = 0;
+                    break;
+                case MIDDLE:
+                    te = (rHeight - cell->height()) / 2;
+                    break;
+                case BOTTOM:
+                    te = rHeight - cell->height();
+                    break;
+                default:
+                    break;
+            }
+                
+            int oldTe = cell->borderTopExtra();
+            int oldBe = cell->borderBottomExtra();
+                
+            int be = rHeight - cell->height() - te;
+            cell->setCellTopExtra(te);
+            cell->setCellBottomExtra(be);
+            if ((te != oldTe || be > oldBe) && !table()->selfNeedsLayout() && cell->checkForRepaintDuringLayout())
+                cell->repaint();
+            
+            IntRect oldCellRect(cell->xPos(), cell->yPos() - cell->borderTopExtra() , cell->width(), cell->height());
+        
+            if (style()->direction() == RTL) {
+                cell->setPos(table()->columnPositions()[nEffCols] - table()->columnPositions()[table()->colToEffCol(cell->col() + cell->colSpan())] + hspacing, m_rowPos[rindx]);
+            } else
+                cell->setPos(table()->columnPositions()[c] + hspacing, m_rowPos[rindx]);
+
+            m_overflowLeft = min(m_overflowLeft, cell->xPos() + cell->overflowLeft(false));
+            m_overflowWidth = max(m_overflowWidth, cell->xPos() + cell->overflowWidth(false));
+            m_overflowTop = min(m_overflowTop, cell->yPos() + cell->overflowTop(false));
+            m_overflowHeight = max(m_overflowHeight, cell->yPos() + cell->overflowHeight(false));
+            m_hasOverflowingCell |= cell->overflowLeft(false) || cell->overflowWidth(false) > cell->width() || cell->overflowTop(false) || cell->overflowHeight(false) > cell->height();
+
+            // If the cell moved, we have to repaint it as well as any floating/positioned
+            // descendants.  An exception is if we need a layout.  In this case, we know we're going to
+            // repaint ourselves (and the cell) anyway.
+            if (!table()->selfNeedsLayout() && cell->checkForRepaintDuringLayout())
+                cell->repaintDuringLayoutIfMoved(oldCellRect);
+        }
+    }
+
+    view()->popLayoutState();
+
+    m_height = m_rowPos[totalRows];
+    m_overflowHeight = max(m_overflowHeight, m_height);
+    return m_height;
+}
+
+int RenderTableSection::lowestPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+    int bottom = RenderContainer::lowestPosition(includeOverflowInterior, includeSelf);
+    if (!includeOverflowInterior && hasOverflowClip())
+        return bottom;
+
+    for (RenderObject* row = firstChild(); row; row = row->nextSibling()) {
+        for (RenderObject* cell = row->firstChild(); cell; cell = cell->nextSibling()) {
+            if (cell->isTableCell())
+                bottom = max(bottom, cell->yPos() + cell->lowestPosition(false));
+        }
+    }
+    
+    return bottom;
+}
+
+int RenderTableSection::rightmostPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+    int right = RenderContainer::rightmostPosition(includeOverflowInterior, includeSelf);
+    if (!includeOverflowInterior && hasOverflowClip())
+        return right;
+
+    for (RenderObject* row = firstChild(); row; row = row->nextSibling()) {
+        for (RenderObject* cell = row->firstChild(); cell; cell = cell->nextSibling()) {
+            if (cell->isTableCell())
+                right = max(right, cell->xPos() + cell->rightmostPosition(false));
+        }
+    }
+    
+    return right;
+}
+
+int RenderTableSection::leftmostPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+    int left = RenderContainer::leftmostPosition(includeOverflowInterior, includeSelf);
+    if (!includeOverflowInterior && hasOverflowClip())
+        return left;
+    
+    for (RenderObject* row = firstChild(); row; row = row->nextSibling()) {
+        for (RenderObject* cell = row->firstChild(); cell; cell = cell->nextSibling()) {
+            if (cell->isTableCell())
+                left = min(left, cell->xPos() + cell->leftmostPosition(false));
+        }
+    }
+    
+    return left;
+}
+
+int RenderTableSection::calcOuterBorderTop() const
+{
+    int totalCols = table()->numEffCols();
+    if (!m_gridRows || !totalCols)
+        return 0;
+
+    unsigned borderWidth = 0;
+
+    const BorderValue& sb = style()->borderTop();
+    if (sb.style() == BHIDDEN)
+        return -1;
+    if (sb.style() > BHIDDEN)
+        borderWidth = sb.width;
+
+    const BorderValue& rb = firstChild()->style()->borderTop();
+    if (rb.style() == BHIDDEN)
+        return -1;
+    if (rb.style() > BHIDDEN && rb.width > borderWidth)
+        borderWidth = rb.width;
+
+    bool allHidden = true;
+    for (int c = 0; c < totalCols; c++) {
+        const CellStruct& current = cellAt(0, c);
+        if (current.inColSpan || !current.cell)
+            continue;
+        const BorderValue& cb = current.cell->style()->borderTop();
+        // FIXME: Don't repeat for the same col group
+        RenderTableCol* colGroup = table()->colElement(c);
+        if (colGroup) {
+            const BorderValue& gb = colGroup->style()->borderTop();
+            if (gb.style() == BHIDDEN || cb.style() == BHIDDEN)
+                continue;
+            else
+                allHidden = false;
+            if (gb.style() > BHIDDEN && gb.width > borderWidth)
+                borderWidth = gb.width;
+            if (cb.style() > BHIDDEN && cb.width > borderWidth)
+                borderWidth = cb.width;
+        } else {
+            if (cb.style() == BHIDDEN)
+                continue;
+            else
+                allHidden = false;
+            if (cb.style() > BHIDDEN && cb.width > borderWidth)
+                borderWidth = cb.width;
+        }
+    }
+    if (allHidden)
+        return -1;
+
+    return borderWidth / 2;
+}
+
+int RenderTableSection::calcOuterBorderBottom() const
+{
+    int totalCols = table()->numEffCols();
+    if (!m_gridRows || !totalCols)
+        return 0;
+
+    unsigned borderWidth = 0;
+
+    const BorderValue& sb = style()->borderBottom();
+    if (sb.style() == BHIDDEN)
+        return -1;
+    if (sb.style() > BHIDDEN)
+        borderWidth = sb.width;
+
+    const BorderValue& rb = lastChild()->style()->borderBottom();
+    if (rb.style() == BHIDDEN)
+        return -1;
+    if (rb.style() > BHIDDEN && rb.width > borderWidth)
+        borderWidth = rb.width;
+
+    bool allHidden = true;
+    for (int c = 0; c < totalCols; c++) {
+        const CellStruct& current = cellAt(m_gridRows - 1, c);
+        if (current.inColSpan || !current.cell)
+            continue;
+        const BorderValue& cb = current.cell->style()->borderBottom();
+        // FIXME: Don't repeat for the same col group
+        RenderTableCol* colGroup = table()->colElement(c);
+        if (colGroup) {
+            const BorderValue& gb = colGroup->style()->borderBottom();
+            if (gb.style() == BHIDDEN || cb.style() == BHIDDEN)
+                continue;
+            else
+                allHidden = false;
+            if (gb.style() > BHIDDEN && gb.width > borderWidth)
+                borderWidth = gb.width;
+            if (cb.style() > BHIDDEN && cb.width > borderWidth)
+                borderWidth = cb.width;
+        } else {
+            if (cb.style() == BHIDDEN)
+                continue;
+            else
+                allHidden = false;
+            if (cb.style() > BHIDDEN && cb.width > borderWidth)
+                borderWidth = cb.width;
+        }
+    }
+    if (allHidden)
+        return -1;
+
+    return (borderWidth + 1) / 2;
+}
+
+int RenderTableSection::calcOuterBorderLeft(bool rtl) const
+{
+    int totalCols = table()->numEffCols();
+    if (!m_gridRows || !totalCols)
+        return 0;
+
+    unsigned borderWidth = 0;
+
+    const BorderValue& sb = style()->borderLeft();
+    if (sb.style() == BHIDDEN)
+        return -1;
+    if (sb.style() > BHIDDEN)
+        borderWidth = sb.width;
+
+    int leftmostColumn = rtl ? totalCols - 1 : 0;
+    RenderTableCol* colGroup = table()->colElement(leftmostColumn);
+    if (colGroup) {
+        const BorderValue& gb = colGroup->style()->borderLeft();
+        if (gb.style() == BHIDDEN)
+            return -1;
+        if (gb.style() > BHIDDEN && gb.width > borderWidth)
+            borderWidth = gb.width;
+    }
+
+    bool allHidden = true;
+    for (int r = 0; r < m_gridRows; r++) {
+        const CellStruct& current = cellAt(r, leftmostColumn);
+        if (!current.cell)
+            continue;
+        // FIXME: Don't repeat for the same cell
+        const BorderValue& cb = current.cell->style()->borderLeft();
+        const BorderValue& rb = current.cell->parent()->style()->borderLeft();
+        if (cb.style() == BHIDDEN || rb.style() == BHIDDEN)
+            continue;
+        else
+            allHidden = false;
+        if (cb.style() > BHIDDEN && cb.width > borderWidth)
+            borderWidth = cb.width;
+        if (rb.style() > BHIDDEN && rb.width > borderWidth)
+            borderWidth = rb.width;
+    }
+    if (allHidden)
+        return -1;
+
+    return borderWidth / 2;
+}
+
+int RenderTableSection::calcOuterBorderRight(bool rtl) const
+{
+    int totalCols = table()->numEffCols();
+    if (!m_gridRows || !totalCols)
+        return 0;
+
+    unsigned borderWidth = 0;
+
+    const BorderValue& sb = style()->borderRight();
+    if (sb.style() == BHIDDEN)
+        return -1;
+    if (sb.style() > BHIDDEN)
+        borderWidth = sb.width;
+
+    int rightmostColumn = rtl ? 0 : totalCols - 1;
+    RenderTableCol* colGroup = table()->colElement(rightmostColumn);
+    if (colGroup) {
+        const BorderValue& gb = colGroup->style()->borderRight();
+        if (gb.style() == BHIDDEN)
+            return -1;
+        if (gb.style() > BHIDDEN && gb.width > borderWidth)
+            borderWidth = gb.width;
+    }
+
+    bool allHidden = true;
+    for (int r = 0; r < m_gridRows; r++) {
+        const CellStruct& current = cellAt(r, rightmostColumn);
+        if (!current.cell)
+            continue;
+        // FIXME: Don't repeat for the same cell
+        const BorderValue& cb = current.cell->style()->borderRight();
+        const BorderValue& rb = current.cell->parent()->style()->borderRight();
+        if (cb.style() == BHIDDEN || rb.style() == BHIDDEN)
+            continue;
+        else
+            allHidden = false;
+        if (cb.style() > BHIDDEN && cb.width > borderWidth)
+            borderWidth = cb.width;
+        if (rb.style() > BHIDDEN && rb.width > borderWidth)
+            borderWidth = rb.width;
+    }
+    if (allHidden)
+        return -1;
+
+    return (borderWidth + 1) / 2;
+}
+
+void RenderTableSection::recalcOuterBorder()
+{
+    bool rtl = table()->style()->direction() == RTL;
+    m_outerBorderTop = calcOuterBorderTop();
+    m_outerBorderBottom = calcOuterBorderBottom();
+    m_outerBorderLeft = calcOuterBorderLeft(rtl);
+    m_outerBorderRight = calcOuterBorderRight(rtl);
+}
+
+
+void RenderTableSection::paint(PaintInfo& paintInfo, int tx, int ty)
+{
+    // put this back in when all layout tests can handle it
+    // ASSERT(!needsLayout());
+    // avoid crashing on bugs that cause us to paint with dirty layout
+    if (needsLayout())
+        return;
+    
+    unsigned totalRows = m_gridRows;
+    unsigned totalCols = table()->columns().size();
+
+    if (!totalRows || !totalCols)
+        return;
+
+    tx += m_x;
+    ty += m_y;
+
+    // Check which rows and cols are visible and only paint these.
+    // FIXME: Could use a binary search here.
+    PaintPhase paintPhase = paintInfo.phase;
+    int x = paintInfo.rect.x();
+    int y = paintInfo.rect.y();
+    int w = paintInfo.rect.width();
+    int h = paintInfo.rect.height();
+
+    int os = 2 * maximalOutlineSize(paintPhase);
+    unsigned startrow = 0;
+    unsigned endrow = totalRows;
+    
+    // If some cell overflows, just paint all of them.
+    if (!m_hasOverflowingCell && m_rowPos.size()) {
+        for (; startrow < totalRows; startrow++) {
+            if (ty + m_rowPos[startrow + 1] >= y - os)
+                break;
+        }
+        if (startrow == totalRows && ty + m_rowPos[totalRows] + table()->outerBorderBottom() >= y - os)
+            startrow--;
+
+        for (; endrow > 0; endrow--) {
+            if (ty + m_rowPos[endrow - 1] <= y + h + os)
+                break;
+        }
+        if (!endrow && ty + m_rowPos[0] - table()->outerBorderTop() <= y + h + os)
+            endrow++;
+    }
+
+    unsigned startcol = 0;
+    unsigned endcol = totalCols;
+    // FIXME: Implement RTL.
+    if (!m_hasOverflowingCell && style()->direction() == LTR) {
+        for (; startcol < totalCols; startcol++) {
+            if (tx + table()->columnPositions()[startcol + 1] >= x - os)
+                break;
+        }
+        if (startcol == totalCols && tx + table()->columnPositions()[totalCols] + table()->outerBorderRight() >= x - os)
+            startcol--;
+
+        for (; endcol > 0; endcol--) {
+            if (tx + table()->columnPositions()[endcol - 1] <= x + w + os)
+                break;
+        }
+        if (!endcol && tx + table()->columnPositions()[0] - table()->outerBorderLeft() <= y + w + os)
+            endcol++;
+    }
+
+    if (startcol < endcol) {
+        // draw the cells
+        for (unsigned r = startrow; r < endrow; r++) {
+            unsigned c = startcol;
+            // since a cell can be -1 (indicating a colspan) we might have to search backwards to include it
+            while (c && cellAt(r, c).inColSpan)
+                c--;
+            for (; c < endcol; c++) {
+                CellStruct current = cellAt(r, c);
+                RenderTableCell* cell = current.cell;
+                    
+                // Cells must always paint in the order in which they appear taking into account
+                // their upper left originating row/column.  For cells with rowspans, avoid repainting
+                // if we've already seen the cell.
+                if (!cell || (r > startrow && (cellAt(r - 1, c).cell == cell)))
+                    continue;
+
+                RenderTableRow* row = static_cast<RenderTableRow*>(cell->parent());
+
+                if (paintPhase == PaintPhaseBlockBackground || paintPhase == PaintPhaseChildBlockBackground) {
+                    // We need to handle painting a stack of backgrounds.  This stack (from bottom to top) consists of
+                    // the column group, column, row group, row, and then the cell.
+                    RenderObject* col = table()->colElement(c);
+                    RenderObject* colGroup = 0;
+                    if (col && col->parent()->style()->display() == TABLE_COLUMN_GROUP)
+                        colGroup = col->parent();
+
+                    // Column groups and columns first.
+                    // FIXME: Columns and column groups do not currently support opacity, and they are being painted "too late" in
+                    // the stack, since we have already opened a transparency layer (potentially) for the table row group.
+                    // Note that we deliberately ignore whether or not the cell has a layer, since these backgrounds paint "behind" the
+                    // cell.
+                    cell->paintBackgroundsBehindCell(paintInfo, tx, ty, colGroup);
+                    cell->paintBackgroundsBehindCell(paintInfo, tx, ty, col);
+
+                    // Paint the row group next.
+                    cell->paintBackgroundsBehindCell(paintInfo, tx, ty, this);
+
+                    // Paint the row next, but only if it doesn't have a layer.  If a row has a layer, it will be responsible for
+                    // painting the row background for the cell.
+                    if (!row->hasLayer())
+                        cell->paintBackgroundsBehindCell(paintInfo, tx, ty, row);
+                }
+
+                if ((!cell->hasLayer() && !row->hasLayer()) || paintInfo.phase == PaintPhaseCollapsedTableBorders)
+                    cell->paint(paintInfo, tx, ty);
+            }
+        }
+    }
+}
+
+void RenderTableSection::imageChanged(CachedImage* image)
+{
+    if (!image || !image->canRender() || !parent())
+        return;
+    
+    // FIXME: Examine cells and repaint only the rect the image paints in.
+    repaint();
+}
+
+void RenderTableSection::recalcCells()
+{
+    m_cCol = 0;
+    m_cRow = -1;
+    clearGrid();
+    m_gridRows = 0;
+
+    for (RenderObject* row = firstChild(); row; row = row->nextSibling()) {
+        if (row->isTableRow()) {
+            m_cRow++;
+            m_cCol = 0;
+            if (!ensureRows(m_cRow + 1))
+                break;
+            m_grid[m_cRow].rowRenderer = row;
+
+            for (RenderObject* cell = row->firstChild(); cell; cell = cell->nextSibling()) {
+                if (cell->isTableCell())
+                    addCell(static_cast<RenderTableCell*>(cell), row);
+            }
+        }
+    }
+    m_needsCellRecalc = false;
+    setNeedsLayout(true);
+}
+
+void RenderTableSection::clearGrid()
+{
+    int rows = m_gridRows;
+    while (rows--)
+        delete m_grid[rows].row;
+}
+
+int RenderTableSection::numColumns() const
+{
+    int result = 0;
+    
+    for (int r = 0; r < m_gridRows; ++r) {
+        for (int c = result; c < table()->numEffCols(); ++c) {
+            const CellStruct& cell = cellAt(r, c);
+            if (cell.cell || cell.inColSpan)
+                result = c;
+        }
+    }
+    
+    return result + 1;
+}
+
+void RenderTableSection::appendColumn(int pos)
+{
+    for (int row = 0; row < m_gridRows; ++row) {
+        m_grid[row].row->resize(pos + 1);
+        CellStruct& c = cellAt(row, pos);
+        c.cell = 0;
+        c.inColSpan = false;
+    }
+}
+
+void RenderTableSection::splitColumn(int pos, int newSize)
+{
+    if (m_cCol > pos)
+        m_cCol++;
+    for (int row = 0; row < m_gridRows; ++row) {
+        m_grid[row].row->resize(newSize);
+        Row& r = *m_grid[row].row;
+        memmove(r.data() + pos + 1, r.data() + pos, (newSize - 1 - pos) * sizeof(CellStruct));
+        r[pos + 1].cell = 0;
+        r[pos + 1].inColSpan = r[pos].inColSpan || r[pos].cell;
+    }
+}
+
+RenderObject* RenderTableSection::removeChildNode(RenderObject* child, bool fullRemove)
+{
+    setNeedsCellRecalc();
+    return RenderContainer::removeChildNode(child, fullRemove);
+}
+
+// Hit Testing
+bool RenderTableSection::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestAction action)
+{
+    // Table sections cannot ever be hit tested.  Effectively they do not exist.
+    // Just forward to our children always.
+    tx += m_x;
+    ty += m_y;
+
+    for (RenderObject* child = lastChild(); child; child = child->previousSibling()) {
+        // FIXME: We have to skip over inline flows, since they can show up inside table rows
+        // at the moment (a demoted inline <form> for example). If we ever implement a
+        // table-specific hit-test method (which we should do for performance reasons anyway),
+        // then we can remove this check.
+        if (!child->hasLayer() && !child->isInlineFlow() && child->nodeAtPoint(request, result, x, y, tx, ty, action)) {
+            updateHitTestResult(result, IntPoint(x - tx, y - ty));
+            return true;
+        }
+    }
+    
+    return false;
+}
+
+#ifndef NDEBUG
+void RenderTableSection::dump(TextStream* stream, DeprecatedString ind) const
+{
+    *stream << endl << ind << "grid=(" << m_gridRows << "," << table()->numEffCols() << ")" << endl << ind;
+    for (int r = 0; r < m_gridRows; r++) {
+        for (int c = 0; c < table()->numEffCols(); c++) {
+            if (cellAt(r, c).cell && !cellAt(r, c).inColSpan)
+                *stream << "(" << cellAt(r, c).cell->row() << "," << cellAt(r, c).cell->col() << ","
+                        << cellAt(r, c).cell->rowSpan() << "," << cellAt(r, c).cell->colSpan() << ") ";
+            else
+                *stream << cellAt(r, c).cell << "null cell ";
+        }
+        *stream << endl << ind;
+    }
+    RenderContainer::dump(stream,ind);
+}
+#endif
+
+} // namespace WebCore