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Lines Matching defs:cells

58     // We ignore height settings on rowspan cells.
117 // Preventively invalidate our cells as we may be re-inserted into
240 c.cells.append(cell);
241 // If cells overlap then we take the slow path for painting.
242 if (c.cells.size() > 1)
265 if (rowSpanCell.cells.isEmpty())
268 if (rowSpanCell.cells[0]->rowSpan() == 1)
413 // Sorting bigger height cell first if cells
440 if (rowSpanCell.cells.size()) {
441 RenderTableCell* cell = rowSpanCell.cells[0];
473 if (rowSpanCell.cells.size() && rowSpanCell.cells[0]->rowSpan() > 1)
474 rowHeight = max(rowHeight, rowSpanCell.cells[0]->logicalHeightForRowSizing() / rowSpanCell.cells[0]->rowSpan());
508 // 'rowSpanCells' list is already sorted based on the cells rowIndex in ascending order
526 // Only heightest spanning cell will distribute it's extra height in row if more then one spanning cells
533 // When 2 spanning cells are ending at same row index then while extra height distribution of first spanning
551 // Here we are handling only row(s) who have only rowspanning cells and do not have any empty cell.
557 // content overlapping if one of their cells has any content. To avoid the problem, we
558 // add all the remaining spanning cells' height to the last spanned row.
606 // Apply changed height by rowSpan cells to rows present at the end of the table
665 // Our base size is the biggest logical height from our cells' styles (excluding row spanning cells).
674 for (unsigned i = 0; i < current.cells.size(); i++) {
675 cell = current.cells[i];
680 // For row spanning cells, we only handle them for the first row they span. This ensures we take their baseline into account.
742 // First, propagate our table layout's information to the cells. This will mark the row as needing layout
920 // do, but it will clip the cells that spill out of the table section. In
923 // time only). We may also not be handling row-spanning cells correctly.
1013 Vector<RenderTableCell*, 1>& cells = cellAt(r, c).cells;
1014 for (size_t i = 0; i < cells.size(); ++i) {
1015 LayoutUnit oldLogicalHeight = cells[i]->logicalHeight();
1016 cells[i]->setLogicalHeight(oldLogicalHeight + rowHeightIncreaseForPagination);
1017 cells[i]->computeOverflow(oldLogicalHeight, false);
1045 // Now that our height has been determined, add in overflow from cells.
1061 // We need to set m_forcesSlowPaintPath only if there is a least one overflowing cells as the hit testing code rely on this information.
1063 // The slow path does not make any use of the overflowing cells info, don't hold on to the memory.
1099 const BorderValue& cb = side == BorderBefore ? primaryCellStyle->borderBefore() : primaryCellStyle->borderAfter(); // FIXME: Make this work with perpendicular and flipped cells.
1158 const BorderValue& cb = side == BorderStart ? primaryCellStyle->borderStart() : primaryCellStyle->borderEnd(); // FIXME: Make this work with perpendicular and flipped cells.
1198 // Only cells with content have a baseline
1238 // This comparison is used only when we have overflowing cells as we have an unsorted array to sort. We thus need
1360 // lower_bound doesn't handle the edge between two cells properly as it would wrongly return the
1413 // Draw the dirty cells in the order that they appear.
1428 // The overflowing cells should be scarce to avoid adding a lot of cells to the HashSet.
1435 // To make sure we properly repaint the section, we repaint all the overflowing cells that we collected.
1436 Vector<RenderTableCell*> cells;
1437 copyToVector(m_overflowingCells, cells);
1449 for (unsigned i = 0; i < current.cells.size(); ++i) {
1450 if (m_overflowingCells.contains(current.cells[i]))
1453 if (current.cells[i]->rowSpan() > 1 || current.cells[i]->colSpan() > 1) {
1454 if (!spanningCells.add(current.cells[i]).isNewEntry)
1458 cells.append(current.cells[i]);
1463 // Sort the dirty cells by paint order.
1465 std::stable_sort(cells.begin(), cells.end(), compareCellPositions);
1467 std::sort(cells.begin(), cells.end(), compareCellPositionsWithOverflowingCells);
1470 for (unsigned i = cells.size(); i > 0; --i) {
1471 LayoutPoint cellPoint = flipForWritingModeForChild(cells[i - 1], paintOffset);
1472 cells[i - 1]->paintCollapsedBorders(paintInfo, cellPoint);
1475 for (unsigned i = 0; i < cells.size(); ++i)
1476 paintCell(cells[i], paintInfo, paintOffset);
1484 // FIXME: Examine cells and repaint only the rect the image paints in.
1518 // FIXME: This function could be made O(1) in certain cases (like for the non-most-constrainive cells' case).
1594 r[pos + 1].cells.appendVector(r[pos].cells);
1658 for (unsigned i = current.cells.size() ; i; ) {
1660 RenderTableCell* cell = current.cells[i];