/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019-2023 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "../../Include/RmlUi/Core/ElementUtilities.h"
#include "../../Include/RmlUi/Core/ComputedValues.h"
#include "../../Include/RmlUi/Core/Context.h"
#include "../../Include/RmlUi/Core/Core.h"
#include "../../Include/RmlUi/Core/DecorationTypes.h"
#include "../../Include/RmlUi/Core/Element.h"
#include "../../Include/RmlUi/Core/ElementScroll.h"
#include "../../Include/RmlUi/Core/Factory.h"
#include "../../Include/RmlUi/Core/FontEngineInterface.h"
#include "../../Include/RmlUi/Core/Math.h"
#include "../../Include/RmlUi/Core/RenderManager.h"
#include "../../Include/RmlUi/Core/TextShapingContext.h"
#include "DataController.h"
#include "DataModel.h"
#include "DataView.h"
#include "ElementBackgroundBorder.h"
#include "Layout/LayoutDetails.h"
#include "Layout/LayoutEngine.h"
#include "TransformState.h"
#include
namespace Rml {
// Builds and sets the box for an element.
static void SetBox(Element* element)
{
Element* parent = element->GetParentNode();
RMLUI_ASSERT(parent != nullptr);
Vector2f containing_block = parent->GetBox().GetSize();
containing_block.x -= parent->GetElementScroll()->GetScrollbarSize(ElementScroll::VERTICAL);
containing_block.y -= parent->GetElementScroll()->GetScrollbarSize(ElementScroll::HORIZONTAL);
Box box;
LayoutDetails::BuildBox(box, containing_block, element);
if (element->GetComputedValues().height().type != Style::Height::Auto)
box.SetContent(Vector2f(box.GetSize().x, containing_block.y));
element->SetBox(box);
}
// Positions an element relative to an offset parent.
static void SetElementOffset(Element* element, Vector2f offset)
{
Vector2f relative_offset = element->GetParentNode()->GetBox().GetPosition(BoxArea::Content);
relative_offset += offset;
relative_offset.x += element->GetBox().GetEdge(BoxArea::Margin, BoxEdge::Left);
relative_offset.y += element->GetBox().GetEdge(BoxArea::Margin, BoxEdge::Top);
element->SetOffset(relative_offset, element->GetParentNode());
}
Element* ElementUtilities::GetElementById(Element* root_element, const String& id)
{
// Breadth first search on elements for the corresponding id
typedef Queue SearchQueue;
SearchQueue search_queue;
search_queue.push(root_element);
while (!search_queue.empty())
{
Element* element = search_queue.front();
search_queue.pop();
if (element->GetId() == id)
{
return element;
}
// Add all children to search
for (int i = 0; i < element->GetNumChildren(); i++)
search_queue.push(element->GetChild(i));
}
return nullptr;
}
void ElementUtilities::GetElementsByTagName(ElementList& elements, Element* root_element, const String& tag)
{
// Breadth first search on elements for the corresponding id
typedef Queue SearchQueue;
SearchQueue search_queue;
for (int i = 0; i < root_element->GetNumChildren(); ++i)
search_queue.push(root_element->GetChild(i));
while (!search_queue.empty())
{
Element* element = search_queue.front();
search_queue.pop();
if (element->GetTagName() == tag)
elements.push_back(element);
// Add all children to search.
for (int i = 0; i < element->GetNumChildren(); i++)
search_queue.push(element->GetChild(i));
}
}
void ElementUtilities::GetElementsByClassName(ElementList& elements, Element* root_element, const String& class_name)
{
// Breadth first search on elements for the corresponding id
typedef Queue SearchQueue;
SearchQueue search_queue;
for (int i = 0; i < root_element->GetNumChildren(); ++i)
search_queue.push(root_element->GetChild(i));
while (!search_queue.empty())
{
Element* element = search_queue.front();
search_queue.pop();
if (element->IsClassSet(class_name))
elements.push_back(element);
// Add all children to search.
for (int i = 0; i < element->GetNumChildren(); i++)
search_queue.push(element->GetChild(i));
}
}
float ElementUtilities::GetDensityIndependentPixelRatio(Element* element)
{
Context* context = element->GetContext();
if (context == nullptr)
return 1.0f;
return context->GetDensityIndependentPixelRatio();
}
int ElementUtilities::GetStringWidth(Element* element, StringView string, Character prior_character)
{
const auto& computed = element->GetComputedValues();
const TextShapingContext text_shaping_context{computed.language(), computed.direction(), computed.letter_spacing()};
FontFaceHandle font_face_handle = element->GetFontFaceHandle();
if (font_face_handle == 0)
return 0;
return GetFontEngineInterface()->GetStringWidth(font_face_handle, string, text_shaping_context, prior_character);
}
bool ElementUtilities::GetClippingRegion(Element* element, Rectanglei& out_clip_region, ClipMaskGeometryList* out_clip_mask_list,
bool force_clip_self)
{
using Style::Clip;
Clip target_element_clip = element->GetComputedValues().clip();
if (target_element_clip == Clip::Type::None && !force_clip_self)
return false;
int num_ignored_clips = target_element_clip.GetNumber();
// Search through the element's ancestors, finding all elements that clip their overflow and have overflow to clip.
// For each that we find, we combine their clipping region with the existing clipping region, and so build up a
// complete clipping region for the element.
Element* clipping_element = (force_clip_self ? element : element->GetOffsetParent());
Rectanglef clip_region = Rectanglef::MakeInvalid();
while (clipping_element)
{
const bool force_clip_current_element = (force_clip_self && clipping_element == element);
const ComputedValues& clip_computed = clipping_element->GetComputedValues();
const bool clip_enabled = (clip_computed.overflow_x() != Style::Overflow::Visible || clip_computed.overflow_y() != Style::Overflow::Visible);
const bool clip_always = (clip_computed.clip() == Clip::Type::Always);
const bool clip_none = (clip_computed.clip() == Clip::Type::None);
const int clip_number = clip_computed.clip().GetNumber();
// Merge the existing clip region with the current clip region, unless we are ignoring clip regions.
if (((clip_always || clip_enabled) && num_ignored_clips == 0) || force_clip_current_element)
{
const BoxArea clip_area = (force_clip_current_element ? BoxArea::Border : clipping_element->GetClipArea());
const bool has_clipping_content =
(clip_always || force_clip_current_element || clipping_element->GetClientWidth() < clipping_element->GetScrollWidth() - 0.5f ||
clipping_element->GetClientHeight() < clipping_element->GetScrollHeight() - 0.5f);
bool disable_scissor_clipping = false;
if (out_clip_mask_list)
{
const TransformState* transform_state = clipping_element->GetTransformState();
const Matrix4f* transform = (transform_state ? transform_state->GetTransform() : nullptr);
const bool has_border_radius = (clip_computed.border_top_left_radius() > 0.f || clip_computed.border_top_right_radius() > 0.f ||
clip_computed.border_bottom_right_radius() > 0.f || clip_computed.border_bottom_left_radius() > 0.f);
// If the element has border-radius we always use a clip mask, since we can't easily predict if content is located on the curved
// region to be clipped. If the element has a transform we only use a clip mask when the content clips.
if (has_border_radius || (transform && has_clipping_content))
{
Geometry* clip_geometry = clipping_element->GetElementBackgroundBorder()->GetClipGeometry(clipping_element, clip_area);
const ClipMaskOperation clip_operation = (out_clip_mask_list->empty() ? ClipMaskOperation::Set : ClipMaskOperation::Intersect);
const Vector2f absolute_offset = clipping_element->GetAbsoluteOffset(BoxArea::Border);
out_clip_mask_list->push_back(ClipMaskGeometry{clip_operation, clip_geometry, absolute_offset, transform});
}
// If we only have border-radius then we add this element to the scissor region as well as the clip mask. This may help with e.g.
// culling text render calls. However, when we have a transform, the element cannot be added to the scissor region since its geometry
// may be projected entirely elsewhere.
if (transform)
disable_scissor_clipping = true;
}
if (has_clipping_content && !disable_scissor_clipping)
{
// Shrink the scissor region to the element's client area.
Vector2f element_offset = clipping_element->GetAbsoluteOffset(clip_area);
Vector2f element_size = clipping_element->GetBox().GetSize(clip_area);
Rectanglef element_region = Rectanglef::FromPositionSize(element_offset, element_size);
clip_region = element_region.IntersectIfValid(clip_region);
}
}
// If this region is meant to clip and we're skipping regions, update the counter.
if (num_ignored_clips > 0 && clip_enabled)
num_ignored_clips--;
// Inherit how many clip regions this ancestor ignores.
num_ignored_clips = Math::Max(num_ignored_clips, clip_number);
// If this region ignores all clipping regions, then we do too.
if (clip_none)
break;
// Climb the tree to this region's parent.
clipping_element = clipping_element->GetOffsetParent();
}
if (clip_region.Valid())
{
Math::SnapToPixelGrid(clip_region);
out_clip_region = Rectanglei(clip_region);
}
return clip_region.Valid();
}
bool ElementUtilities::SetClippingRegion(Element* element, bool force_clip_self)
{
Context* context = element->GetContext();
if (!context)
return false;
RenderManager& render_manager = context->GetRenderManager();
Rectanglei clip_region;
ClipMaskGeometryList clip_mask_list;
const bool scissoring_enabled = GetClippingRegion(element, clip_region, &clip_mask_list, force_clip_self);
if (scissoring_enabled)
render_manager.SetScissorRegion(clip_region);
else
render_manager.DisableScissorRegion();
render_manager.SetClipMask(std::move(clip_mask_list));
return true;
}
bool ElementUtilities::GetBoundingBox(Rectanglef& out_rectangle, Element* element, BoxArea box_area)
{
RMLUI_ASSERT(element);
Vector2f shadow_extent_top_left, shadow_extent_bottom_right;
if (box_area == BoxArea::Auto)
{
// 'Auto' acts like border box extended to encompass any ink overflow, including the element's box-shadow.
// Note: Does not currently include ink overflow due to filters, as that is handled manually in ElementEffects.
box_area = BoxArea::Border;
if (const Property* p_box_shadow = element->GetLocalProperty(PropertyId::BoxShadow))
{
RMLUI_ASSERT(p_box_shadow->value.GetType() == Variant::BOXSHADOWLIST);
const BoxShadowList& shadow_list = p_box_shadow->value.GetReference();
for (const BoxShadow& shadow : shadow_list)
{
if (!shadow.inset)
{
const float extent = 1.5f * element->ResolveLength(shadow.blur_radius) + element->ResolveLength(shadow.spread_distance);
const Vector2f offset = {element->ResolveLength(shadow.offset_x), element->ResolveLength(shadow.offset_y)};
shadow_extent_top_left = Math::Max(shadow_extent_top_left, -offset + Vector2f(extent));
shadow_extent_bottom_right = Math::Max(shadow_extent_bottom_right, offset + Vector2f(extent));
}
}
}
}
// Element bounds in non-transformed space.
Rectanglef bounds = Rectanglef::FromPositionSize(element->GetAbsoluteOffset(box_area), element->GetBox().GetSize(box_area));
bounds = bounds.Extend(shadow_extent_top_left, shadow_extent_bottom_right);
const TransformState* transform_state = element->GetTransformState();
const Matrix4f* transform = (transform_state ? transform_state->GetTransform() : nullptr);
// Early exit in the common case of no transform.
if (!transform)
{
out_rectangle = bounds;
return true;
}
Context* context = element->GetContext();
if (!context)
return false;
constexpr int num_corners = 4;
Vector2f corners[num_corners] = {
bounds.TopLeft(),
bounds.TopRight(),
bounds.BottomRight(),
bounds.BottomLeft(),
};
// Transform and project corners to window coordinates.
constexpr float z_clip = 10'000.f;
const Vector2f window_size = Vector2f(context->GetDimensions());
const Matrix4f project = Matrix4f::ProjectOrtho(0.f, window_size.x, 0.f, window_size.y, -z_clip, z_clip);
const Matrix4f project_transform = project * (*transform);
bool any_vertex_depth_clipped = false;
for (int i = 0; i < num_corners; i++)
{
const Vector4f pos_clip_space = project_transform * Vector4f(corners[i].x, corners[i].y, 0, 1);
const Vector2f pos_ndc = Vector2f(pos_clip_space.x, pos_clip_space.y) / pos_clip_space.w;
const Vector2f pos_viewport = 0.5f * window_size * (pos_ndc + Vector2f(1));
corners[i] = pos_viewport;
any_vertex_depth_clipped |= !(-pos_clip_space.w <= pos_clip_space.z && pos_clip_space.z <= pos_clip_space.w);
}
// If any part of the box area is outside the depth clip planes we give up finding the bounding box. In this situation a renderer would normally
// clip the underlying triangles against the clip planes. We could in principle do the same, but the added complexity does not seem worthwhile for
// our use cases.
if (any_vertex_depth_clipped)
return false;
// Find the rectangle covering the projected corners.
out_rectangle = Rectanglef::FromPosition(corners[0]);
for (int i = 1; i < num_corners; i++)
out_rectangle = out_rectangle.Join(corners[i]);
return true;
}
void ElementUtilities::FormatElement(Element* element, Vector2f containing_block)
{
LayoutEngine::FormatElement(element, containing_block);
}
void ElementUtilities::BuildBox(Box& box, Vector2f containing_block, Element* element, bool inline_element)
{
LayoutDetails::BuildBox(box, containing_block, element, inline_element ? BuildBoxMode::Inline : BuildBoxMode::Block);
}
bool ElementUtilities::PositionElement(Element* element, Vector2f offset, PositionAnchor anchor)
{
Element* parent = element->GetParentNode();
if (parent == nullptr)
return false;
SetBox(element);
Vector2f containing_block = element->GetParentNode()->GetBox().GetSize(BoxArea::Content);
Vector2f element_block = element->GetBox().GetSize(BoxArea::Margin);
Vector2f resolved_offset = offset;
if (anchor & RIGHT)
resolved_offset.x = containing_block.x - (element_block.x + offset.x);
if (anchor & BOTTOM)
resolved_offset.y = containing_block.y - (element_block.y + offset.y);
SetElementOffset(element, resolved_offset);
return true;
}
bool ElementUtilities::ApplyTransform(Element& element)
{
Context* context = element.GetContext();
if (!context)
return false;
RenderManager& render_manager = context->GetRenderManager();
const Matrix4f* new_transform = nullptr;
if (const TransformState* state = element.GetTransformState())
new_transform = state->GetTransform();
render_manager.SetTransform(new_transform);
return true;
}
static bool ApplyDataViewsControllersInternal(Element* element, const bool construct_structural_view, const String& structural_view_inner_rml)
{
RMLUI_ASSERT(element);
bool result = false;
// If we have an active data model, check the attributes for any data bindings
if (DataModel* data_model = element->GetDataModel())
{
struct ViewControllerInitializer {
String type;
String modifier_or_inner_rml;
String expression;
DataViewPtr view;
DataControllerPtr controller;
explicit operator bool() const { return view || controller; }
};
// Since data views and controllers may modify the element's attributes during initialization, we
// need to iterate over all the attributes _before_ initializing any views or controllers. We store
// the information needed to initialize them in the following container.
Vector initializer_list;
for (auto& attribute : element->GetAttributes())
{
// Data views and controllers are declared by the following element attribute:
// data-[type]-[modifier]="[expression]"
constexpr size_t data_str_length = sizeof("data-") - 1;
const String& name = attribute.first;
if (name.size() > data_str_length && name[0] == 'd' && name[1] == 'a' && name[2] == 't' && name[3] == 'a' && name[4] == '-')
{
const size_t type_end = name.find('-', data_str_length);
const size_t type_size = (type_end == String::npos ? String::npos : type_end - data_str_length);
String type_name = name.substr(data_str_length, type_size);
ViewControllerInitializer initializer;
// Structural data views are applied in a separate step from the normal views and controllers.
if (construct_structural_view)
{
if (DataViewPtr view = Factory::InstanceDataView(type_name, element, true))
{
initializer.modifier_or_inner_rml = structural_view_inner_rml;
initializer.view = std::move(view);
}
}
else
{
if (Factory::IsStructuralDataView(type_name))
{
// Structural data views should cancel all other non-structural data views and controllers. Exit now.
// Eg. in elements with a 'data-for' attribute, the data views should be constructed on the generated
// children elements and not on the current element generating the 'for' view.
return false;
}
const size_t modifier_offset = data_str_length + type_name.size() + 1;
if (modifier_offset < name.size())
initializer.modifier_or_inner_rml = name.substr(modifier_offset);
if (DataViewPtr view = Factory::InstanceDataView(type_name, element, false))
initializer.view = std::move(view);
if (DataControllerPtr controller = Factory::InstanceDataController(type_name, element))
initializer.controller = std::move(controller);
}
if (initializer)
{
initializer.type = std::move(type_name);
initializer.expression = attribute.second.Get();
initializer_list.push_back(std::move(initializer));
}
}
}
// Now, we can safely initialize the data views and controllers, even modifying the element's attributes when desired.
for (ViewControllerInitializer& initializer : initializer_list)
{
DataViewPtr& view = initializer.view;
DataControllerPtr& controller = initializer.controller;
if (view)
{
if (view->Initialize(*data_model, element, initializer.expression, initializer.modifier_or_inner_rml))
{
data_model->AddView(std::move(view));
result = true;
}
else
Log::Message(Log::LT_WARNING, "Could not add data-%s view to element: %s", initializer.type.c_str(),
element->GetAddress().c_str());
}
if (controller)
{
if (controller->Initialize(*data_model, element, initializer.expression, initializer.modifier_or_inner_rml))
{
data_model->AddController(std::move(controller));
result = true;
}
else
Log::Message(Log::LT_WARNING, "Could not add data-%s controller to element: %s", initializer.type.c_str(),
element->GetAddress().c_str());
}
}
}
return result;
}
bool ElementUtilities::ApplyDataViewsControllers(Element* element)
{
return ApplyDataViewsControllersInternal(element, false, String());
}
bool ElementUtilities::ApplyStructuralDataViews(Element* element, const String& inner_rml)
{
return ApplyDataViewsControllersInternal(element, true, inner_rml);
}
} // namespace Rml