本文整理汇总了C++中RenderTable::sectionBelow方法的典型用法代码示例。如果您正苦于以下问题:C++ RenderTable::sectionBelow方法的具体用法?C++ RenderTable::sectionBelow怎么用?C++ RenderTable::sectionBelow使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类RenderTable
的用法示例。
在下文中一共展示了RenderTable::sectionBelow方法的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: rowIndexRange
void AccessibilityTableCell::rowIndexRange(pair<int, int>& rowRange)
{
if (!m_renderer || !m_renderer->isTableCell())
return;
RenderTableCell* renderCell = toRenderTableCell(m_renderer);
rowRange.first = renderCell->rowIndex();
rowRange.second = renderCell->rowSpan();
// since our table might have multiple sections, we have to offset our row appropriately
RenderTableSection* section = renderCell->section();
RenderTable* table = renderCell->table();
if (!table || !section)
return;
// FIXME: This will skip a table with just a tfoot. Should fix by using RenderTable::topSection.
RenderTableSection* tableSection = table->header();
if (!tableSection)
tableSection = table->firstBody();
unsigned rowOffset = 0;
while (tableSection) {
if (tableSection == section)
break;
rowOffset += tableSection->numRows();
tableSection = table->sectionBelow(tableSection, SkipEmptySections);
}
rowRange.first += rowOffset;
}
示例2: rowIndexRange
void AccessibilityTableCell::rowIndexRange(std::pair<unsigned, unsigned>& rowRange)
{
if (!m_renderer || !m_renderer->isTableCell())
return;
RenderTableCell* renderCell = toRenderTableCell(m_renderer);
rowRange.first = renderCell->rowIndex();
rowRange.second = renderCell->rowSpan();
// since our table might have multiple sections, we have to offset our row appropriately
RenderTableSection* section = renderCell->section();
RenderTable* table = renderCell->table();
if (!table || !section)
return;
RenderTableSection* tableSection = table->topSection();
unsigned rowOffset = 0;
while (tableSection) {
if (tableSection == section)
break;
rowOffset += tableSection->numRows();
tableSection = table->sectionBelow(tableSection, SkipEmptySections);
}
rowRange.first += rowOffset;
}
示例3: rowIndexRange
void AccessibilityTableCell::rowIndexRange(pair<int, int>& rowRange)
{
if (!m_renderer)
return;
RenderTableCell* renderCell = static_cast<RenderTableCell*>(m_renderer);
rowRange.first = renderCell->row();
rowRange.second = renderCell->rowSpan();
// since our table might have multiple sections, we have to offset our row appropriately
RenderTableSection* section = renderCell->section();
RenderTable* table = renderCell->table();
if (!table || !section)
return;
RenderTableSection* tableSection = table->header();
if (!tableSection)
tableSection = table->firstBody();
unsigned rowOffset = 0;
while (tableSection) {
if (tableSection == section)
break;
rowOffset += tableSection->numRows();
tableSection = table->sectionBelow(tableSection, true);
}
rowRange.first += rowOffset;
}
示例4: addChildren
void AccessibilityTable::addChildren()
{
if (!isAccessibilityTable()) {
AccessibilityRenderObject::addChildren();
return;
}
ASSERT(!m_haveChildren);
m_haveChildren = true;
if (!m_renderer || !m_renderer->isTable())
return;
RenderTable* table = toRenderTable(m_renderer);
AXObjectCache* axCache = m_renderer->document().axObjectCache();
// Go through all the available sections to pull out the rows and add them as children.
table->recalcSectionsIfNeeded();
RenderTableSection* tableSection = table->topSection();
if (!tableSection)
return;
unsigned maxColumnCount = 0;
while (tableSection) {
HashSet<AccessibilityObject*> appendedRows;
unsigned numRows = tableSection->numRows();
for (unsigned rowIndex = 0; rowIndex < numRows; ++rowIndex) {
RenderTableRow* renderRow = tableSection->rowRendererAt(rowIndex);
if (!renderRow)
continue;
AccessibilityObject* rowObject = axCache->getOrCreate(renderRow);
if (!rowObject->isTableRow())
continue;
AccessibilityTableRow* row = toAccessibilityTableRow(rowObject);
// We need to check every cell for a new row, because cell spans
// can cause us to miss rows if we just check the first column.
if (appendedRows.contains(row))
continue;
row->setRowIndex(static_cast<int>(m_rows.size()));
m_rows.append(row);
if (!row->accessibilityIsIgnored())
m_children.append(row);
#if PLATFORM(GTK) || PLATFORM(EFL)
else
m_children.appendVector(row->children());
#endif
appendedRows.add(row);
}
maxColumnCount = std::max(tableSection->numColumns(), maxColumnCount);
tableSection = table->sectionBelow(tableSection, SkipEmptySections);
}
// make the columns based on the number of columns in the first body
unsigned length = maxColumnCount;
for (unsigned i = 0; i < length; ++i) {
AccessibilityTableColumn* column = toAccessibilityTableColumn(axCache->getOrCreate(ColumnRole));
column->setColumnIndex((int)i);
column->setParent(this);
m_columns.append(column);
if (!column->accessibilityIsIgnored())
m_children.append(column);
}
AccessibilityObject* headerContainerObject = headerContainer();
if (headerContainerObject && !headerContainerObject->accessibilityIsIgnored())
m_children.append(headerContainerObject);
}
示例5: collapsedAfterBorder
CollapsedBorderValue RenderTableCell::collapsedAfterBorder() const
{
RenderTable* table = this->table();
// For after border, we need to check, in order of precedence:
// (1) Our after border.
int before = CSSProperty::resolveDirectionAwareProperty(CSSPropertyWebkitBorderBeforeColor, table->style()->direction(), table->style()->writingMode());
int after = CSSProperty::resolveDirectionAwareProperty(CSSPropertyWebkitBorderAfterColor, table->style()->direction(), table->style()->writingMode());
CollapsedBorderValue result = CollapsedBorderValue(&style()->borderAfter(), style()->visitedDependentColor(after), BCELL);
RenderTableCell* nextCell = table->cellBelow(this);
if (nextCell) {
// (2) An after cell's before border.
result = chooseBorder(result, CollapsedBorderValue(&nextCell->style()->borderBefore(), nextCell->style()->visitedDependentColor(before), BCELL));
if (!result.exists())
return result;
}
// (3) Our row's after border. (FIXME: Deal with rowspan!)
result = chooseBorder(result, CollapsedBorderValue(&parent()->style()->borderAfter(), parent()->style()->visitedDependentColor(after), BROW));
if (!result.exists())
return result;
// (4) The next row's before border.
if (nextCell) {
result = chooseBorder(result, CollapsedBorderValue(&nextCell->parent()->style()->borderBefore(), nextCell->parent()->style()->visitedDependentColor(before), BROW));
if (!result.exists())
return result;
}
// Now check row groups.
RenderTableSection* currSection = section();
if (row() + rowSpan() >= currSection->numRows()) {
// (5) Our row group's after border.
result = chooseBorder(result, CollapsedBorderValue(&currSection->style()->borderAfter(), currSection->style()->visitedDependentColor(after), BROWGROUP));
if (!result.exists())
return result;
// (6) Following row group's before border.
currSection = table->sectionBelow(currSection);
if (currSection) {
result = chooseBorder(result, CollapsedBorderValue(&currSection->style()->borderBefore(), currSection->style()->visitedDependentColor(before), BROWGROUP));
if (!result.exists())
return result;
}
}
if (!currSection) {
// (8) Our column and column group's after borders.
RenderTableCol* colElt = table->colElement(col());
if (colElt) {
result = chooseBorder(result, CollapsedBorderValue(&colElt->style()->borderAfter(), colElt->style()->visitedDependentColor(after), BCOL));
if (!result.exists()) return result;
if (colElt->parent()->isTableCol()) {
result = chooseBorder(result, CollapsedBorderValue(&colElt->parent()->style()->borderAfter(), colElt->parent()->style()->visitedDependentColor(after), BCOLGROUP));
if (!result.exists())
return result;
}
}
// (9) The table's after border.
result = chooseBorder(result, CollapsedBorderValue(&table->style()->borderAfter(), table->style()->visitedDependentColor(after), BTABLE));
if (!result.exists())
return result;
}
return result;
}
示例6: cellForColumnAndRow
AccessibilityTableCell* AccessibilityTable::cellForColumnAndRow(unsigned column, unsigned row)
{
if (!m_renderer)
return 0;
if (!hasChildren())
addChildren();
RenderTable* table = static_cast<RenderTable*>(m_renderer);
RenderTableSection* tableSection = table->header();
if (!tableSection)
tableSection = table->firstBody();
RenderTableCell* cell = 0;
unsigned rowCount = 0;
unsigned rowOffset = 0;
while (tableSection) {
rowCount += tableSection->numRows();
unsigned numCols = tableSection->numColumns();
if (row < rowCount && column < numCols) {
int sectionSpecificRow = row - rowOffset;
cell = tableSection->cellAt(sectionSpecificRow, column).cell;
// we didn't find the cell, which means there's spanning happening
// search backwards to find the spanning cell
if (!cell) {
// first try rows
for (int testRow = sectionSpecificRow-1; testRow >= 0; --testRow) {
cell = tableSection->cellAt(testRow, column).cell;
// cell overlapped. use this one
if (cell && ((cell->row() + (cell->rowSpan()-1)) >= (int)sectionSpecificRow))
break;
cell = 0;
}
if (!cell) {
// try cols
for (int testCol = column-1; testCol >= 0; --testCol) {
cell = tableSection->cellAt(sectionSpecificRow, testCol).cell;
// cell overlapped. use this one
if (cell && ((cell->col() + (cell->colSpan()-1)) >= (int)column))
break;
cell = 0;
}
}
}
}
if (cell)
break;
rowOffset += rowCount;
// we didn't find anything between the rows we should have
if (row < rowOffset)
break;
tableSection = table->sectionBelow(tableSection, true);
}
if (!cell)
return 0;
AccessibilityObject* cellObject = axObjectCache()->get(cell);
ASSERT(cellObject->isTableCell());
return static_cast<AccessibilityTableCell*>(cellObject);
}
示例7: addChildren
void AccessibilityTable::addChildren()
{
if (!isDataTable()) {
AccessibilityRenderObject::addChildren();
return;
}
ASSERT(!m_haveChildren);
m_haveChildren = true;
if (!m_renderer)
return;
RenderTable* table = static_cast<RenderTable*>(m_renderer);
AXObjectCache* axCache = m_renderer->document()->axObjectCache();
// go through all the available sections to pull out the rows
// and add them as children
RenderTableSection* tableSection = table->header();
if (!tableSection)
tableSection = table->firstBody();
if (!tableSection)
return;
RenderTableSection* initialTableSection = tableSection;
while (tableSection) {
HashSet<AccessibilityObject*> appendedRows;
unsigned numRows = tableSection->numRows();
unsigned numCols = tableSection->numColumns();
for (unsigned rowIndex = 0; rowIndex < numRows; ++rowIndex) {
for (unsigned colIndex = 0; colIndex < numCols; ++colIndex) {
RenderTableCell* cell = tableSection->cellAt(rowIndex, colIndex).cell;
if (!cell)
continue;
AccessibilityObject* rowObject = axCache->get(cell->parent());
if (!rowObject->isTableRow())
continue;
AccessibilityTableRow* row = static_cast<AccessibilityTableRow*>(rowObject);
// we need to check every cell for a new row, because cell spans
// can cause us to mess rows if we just check the first column
if (appendedRows.contains(row))
continue;
row->setRowIndex((int)m_rows.size());
m_rows.append(row);
m_children.append(row);
appendedRows.add(row);
}
}
tableSection = table->sectionBelow(tableSection, true);
}
// make the columns based on the number of columns in the first body
unsigned length = initialTableSection->numColumns();
for (unsigned i = 0; i < length; ++i) {
AccessibilityTableColumn* column = static_cast<AccessibilityTableColumn*>(axCache->get(ColumnRole));
column->setColumnIndex((int)i);
column->setParentTable(this);
m_columns.append(column);
m_children.append(column);
}
AccessibilityObject* headerContainerObject = headerContainer();
if (headerContainerObject)
m_children.append(headerContainerObject);
}
示例8: cellForColumnAndRow
AccessibilityTableCell* AccessibilityTable::cellForColumnAndRow(unsigned column, unsigned row)
{
if (!m_renderer || !m_renderer->isTable())
return 0;
updateChildrenIfNecessary();
RenderTable* table = toRenderTable(m_renderer);
// FIXME: This will skip a table with just a tfoot. Should fix by using RenderTable::topSection.
RenderTableSection* tableSection = table->header();
if (!tableSection)
tableSection = table->firstBody();
RenderTableCell* cell = 0;
unsigned rowCount = 0;
unsigned rowOffset = 0;
while (tableSection) {
unsigned numRows = tableSection->numRows();
unsigned numCols = tableSection->numColumns();
rowCount += numRows;
unsigned sectionSpecificRow = row - rowOffset;
if (row < rowCount && column < numCols && sectionSpecificRow < numRows) {
cell = tableSection->primaryCellAt(sectionSpecificRow, column);
// we didn't find the cell, which means there's spanning happening
// search backwards to find the spanning cell
if (!cell) {
// first try rows
for (int testRow = sectionSpecificRow - 1; testRow >= 0; --testRow) {
cell = tableSection->primaryCellAt(testRow, column);
// cell overlapped. use this one
ASSERT(cell->rowSpan() >= 1);
if (cell && ((cell->rowIndex() + (cell->rowSpan() - 1)) >= sectionSpecificRow))
break;
cell = 0;
}
if (!cell) {
// try cols
for (int testCol = column - 1; testCol >= 0; --testCol) {
cell = tableSection->primaryCellAt(sectionSpecificRow, testCol);
// cell overlapped. use this one
ASSERT(cell->rowSpan() >= 1);
if (cell && ((cell->col() + (cell->colSpan() - 1)) >= column))
break;
cell = 0;
}
}
}
}
if (cell)
break;
rowOffset += numRows;
// we didn't find anything between the rows we should have
if (row < rowCount)
break;
tableSection = table->sectionBelow(tableSection, SkipEmptySections);
}
if (!cell)
return 0;
AccessibilityObject* cellObject = axObjectCache()->getOrCreate(cell);
ASSERT(cellObject->isTableCell());
return static_cast<AccessibilityTableCell*>(cellObject);
}
示例9: addChildren
void AccessibilityTable::addChildren()
{
if (!isAccessibilityTable()) {
AccessibilityRenderObject::addChildren();
return;
}
ASSERT(!m_haveChildren);
m_haveChildren = true;
if (!m_renderer || !m_renderer->isTable())
return;
RenderTable* table = toRenderTable(m_renderer);
AXObjectCache* axCache = m_renderer->document()->axObjectCache();
// go through all the available sections to pull out the rows
// and add them as children
// FIXME: This will skip a table with just a tfoot. Should fix by using RenderTable::topSection.
RenderTableSection* tableSection = table->header();
if (!tableSection)
tableSection = table->firstBody();
if (!tableSection)
return;
RenderTableSection* initialTableSection = tableSection;
while (tableSection) {
HashSet<AccessibilityObject*> appendedRows;
unsigned numRows = tableSection->numRows();
unsigned numCols = tableSection->numColumns();
for (unsigned rowIndex = 0; rowIndex < numRows; ++rowIndex) {
for (unsigned colIndex = 0; colIndex < numCols; ++colIndex) {
RenderTableCell* cell = tableSection->primaryCellAt(rowIndex, colIndex);
if (!cell)
continue;
AccessibilityObject* rowObject = axCache->getOrCreate(cell->parent());
if (!rowObject->isTableRow())
continue;
AccessibilityTableRow* row = static_cast<AccessibilityTableRow*>(rowObject);
// we need to check every cell for a new row, because cell spans
// can cause us to mess rows if we just check the first column
if (appendedRows.contains(row))
continue;
row->setRowIndex((int)m_rows.size());
m_rows.append(row);
if (!row->accessibilityIsIgnored())
m_children.append(row);
#if PLATFORM(GTK)
else
m_children.append(row->children());
#endif
appendedRows.add(row);
}
}
tableSection = table->sectionBelow(tableSection, SkipEmptySections);
}
// make the columns based on the number of columns in the first body
unsigned length = initialTableSection->numColumns();
for (unsigned i = 0; i < length; ++i) {
AccessibilityTableColumn* column = static_cast<AccessibilityTableColumn*>(axCache->getOrCreate(ColumnRole));
column->setColumnIndex((int)i);
column->setParent(this);
m_columns.append(column);
if (!column->accessibilityIsIgnored())
m_children.append(column);
}
AccessibilityObject* headerContainerObject = headerContainer();
if (headerContainerObject && !headerContainerObject->accessibilityIsIgnored())
m_children.append(headerContainerObject);
}
示例10: addChildren
void AccessibilityTable::addChildren()
{
if (!isAccessibilityTable()) {
AccessibilityRenderObject::addChildren();
return;
}
ASSERT(!m_haveChildren);
m_haveChildren = true;
if (!m_renderer || !m_renderer->isTable())
return;
RenderTable* table = toRenderTable(m_renderer);
// Go through all the available sections to pull out the rows and add them as children.
table->recalcSectionsIfNeeded();
unsigned maxColumnCount = 0;
RenderTableSection* footer = table->footer();
for (RenderTableSection* tableSection = table->topSection(); tableSection; tableSection = table->sectionBelow(tableSection, SkipEmptySections)) {
if (tableSection == footer)
continue;
addChildrenFromSection(tableSection, maxColumnCount);
}
// Process the footer last, in case it was ordered earlier in the DOM.
if (footer)
addChildrenFromSection(footer, maxColumnCount);
AXObjectCache* axCache = m_renderer->document().axObjectCache();
// make the columns based on the number of columns in the first body
unsigned length = maxColumnCount;
for (unsigned i = 0; i < length; ++i) {
AccessibilityTableColumn* column = toAccessibilityTableColumn(axCache->getOrCreate(ColumnRole));
column->setColumnIndex((int)i);
column->setParent(this);
m_columns.append(column);
if (!column->accessibilityIsIgnored())
m_children.append(column);
}
AccessibilityObject* headerContainerObject = headerContainer();
if (headerContainerObject && !headerContainerObject->accessibilityIsIgnored())
m_children.append(headerContainerObject);
}
示例11: rowIndexRange
void AccessibilityTableCell::rowIndexRange(std::pair<unsigned, unsigned>& rowRange)
{
if (!m_renderer || !m_renderer->isTableCell())
return;
RenderTableCell* renderCell = toRenderTableCell(m_renderer);
rowRange.first = renderCell->rowIndex();
rowRange.second = renderCell->rowSpan();
// since our table might have multiple sections, we have to offset our row appropriately
RenderTableSection* section = renderCell->section();
RenderTable* table = renderCell->table();
if (!table || !section)
return;
RenderTableSection* footerSection = table->footer();
unsigned rowOffset = 0;
for (RenderTableSection* tableSection = table->topSection(); tableSection; tableSection = table->sectionBelow(tableSection, SkipEmptySections)) {
// Don't add row offsets for bottom sections that are placed in before the body section.
if (tableSection == footerSection)
continue;
if (tableSection == section)
break;
rowOffset += tableSection->numRows();
}
rowRange.first += rowOffset;
}