/* * 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/ElementScroll.h" #include "../../Include/RmlUi/Core/ComputedValues.h" #include "../../Include/RmlUi/Core/Context.h" #include "../../Include/RmlUi/Core/Element.h" #include "../../Include/RmlUi/Core/ElementUtilities.h" #include "../../Include/RmlUi/Core/Event.h" #include "../../Include/RmlUi/Core/Factory.h" #include "Layout/LayoutDetails.h" #include "WidgetScroll.h" namespace Rml { ElementScroll::ElementScroll(Element* _element) { element = _element; corner = nullptr; } ElementScroll::~ElementScroll() {} void ElementScroll::Update() { for (int i = 0; i < 2; i++) { if (scrollbars[i].widget != nullptr) scrollbars[i].widget->Update(); } } void ElementScroll::EnableScrollbar(Orientation orientation, float element_width) { if (!scrollbars[orientation].enabled) { CreateScrollbar(orientation); scrollbars[orientation].element->SetProperty(PropertyId::Visibility, Property(Style::Visibility::Visible)); scrollbars[orientation].enabled = true; } // Determine the size of the scrollbar. Box box; LayoutDetails::BuildBox(box, Vector2f(element_width, element_width), scrollbars[orientation].element); if (orientation == VERTICAL) scrollbars[orientation].size = box.GetSize(BoxArea::Margin).x; if (orientation == HORIZONTAL) { if (box.GetSize().y < 0) scrollbars[orientation].size = box.GetCumulativeEdge(BoxArea::Content, BoxEdge::Left) + box.GetCumulativeEdge(BoxArea::Content, BoxEdge::Right) + ResolveValue(scrollbars[orientation].element->GetComputedValues().height(), element_width); else scrollbars[orientation].size = box.GetSize(BoxArea::Margin).y; } } void ElementScroll::DisableScrollbar(Orientation orientation) { if (scrollbars[orientation].enabled) { scrollbars[orientation].element->SetProperty(PropertyId::Visibility, Property(Style::Visibility::Hidden)); scrollbars[orientation].enabled = false; if (corner) corner->SetProperty(PropertyId::Visibility, Property(Style::Visibility::Hidden)); } } void ElementScroll::UpdateScrollbar(Orientation orientation) { float bar_position; float traversable_track; if (orientation == VERTICAL) { bar_position = element->GetScrollTop(); traversable_track = element->GetScrollHeight() - element->GetClientHeight(); } else { bar_position = element->GetScrollLeft(); traversable_track = element->GetScrollWidth() - element->GetClientWidth(); } if (traversable_track <= 0) bar_position = 0; else bar_position /= traversable_track; if (scrollbars[orientation].widget != nullptr) { bar_position = Math::Clamp(bar_position, 0.0f, 1.0f); if (scrollbars[orientation].widget->GetBarPosition() != bar_position) scrollbars[orientation].widget->SetBarPosition(bar_position); } } Element* ElementScroll::GetScrollbar(Orientation orientation) { return scrollbars[orientation].element; } float ElementScroll::GetScrollbarSize(Orientation orientation) { if (!scrollbars[orientation].enabled) return 0; return scrollbars[orientation].size; } void ElementScroll::FormatScrollbars() { const Box& element_box = element->GetBox(); const Vector2f containing_block = element_box.GetSize(BoxArea::Padding); for (int i = 0; i < 2; i++) { if (!scrollbars[i].enabled) continue; if (i == VERTICAL) { scrollbars[i].widget->SetBarLength(element->GetClientHeight()); scrollbars[i].widget->SetTrackLength(element->GetScrollHeight()); float traversable_track = element->GetScrollHeight() - element->GetClientHeight(); if (traversable_track > 0) scrollbars[i].widget->SetBarPosition(element->GetScrollTop() / traversable_track); else scrollbars[i].widget->SetBarPosition(0); } else { scrollbars[i].widget->SetBarLength(element->GetClientWidth()); scrollbars[i].widget->SetTrackLength(element->GetScrollWidth()); float traversable_track = element->GetScrollWidth() - element->GetClientWidth(); if (traversable_track > 0) scrollbars[i].widget->SetBarPosition(element->GetScrollLeft() / traversable_track); else scrollbars[i].widget->SetBarPosition(0); } float slider_length = containing_block[1 - i]; float user_scrollbar_margin = scrollbars[i].element->GetComputedValues().scrollbar_margin(); float min_scrollbar_margin = GetScrollbarSize(i == VERTICAL ? HORIZONTAL : VERTICAL); slider_length -= Math::Max(user_scrollbar_margin, min_scrollbar_margin); scrollbars[i].widget->FormatElements(containing_block, slider_length); int variable_axis = i == VERTICAL ? 0 : 1; Vector2f offset = element_box.GetPosition(BoxArea::Padding); offset[variable_axis] += containing_block[variable_axis] - (scrollbars[i].element->GetBox().GetSize(BoxArea::Border)[variable_axis] + scrollbars[i].element->GetBox().GetEdge(BoxArea::Margin, i == VERTICAL ? BoxEdge::Right : BoxEdge::Bottom)); // Add the top or left margin (as appropriate) onto the scrollbar's position. offset[1 - variable_axis] += scrollbars[i].element->GetBox().GetEdge(BoxArea::Margin, i == VERTICAL ? BoxEdge::Top : BoxEdge::Left); scrollbars[i].element->SetOffset(offset, element, true); } // Format the corner, if it is necessary. if (scrollbars[0].enabled && scrollbars[1].enabled) { CreateCorner(); Box corner_box; corner_box.SetContent(Vector2f(scrollbars[VERTICAL].size, scrollbars[HORIZONTAL].size)); corner->SetBox(corner_box); corner->SetOffset(containing_block + element_box.GetPosition(BoxArea::Padding) - Vector2f(scrollbars[VERTICAL].size, scrollbars[HORIZONTAL].size), element, true); corner->SetProperty(PropertyId::Visibility, Property(Style::Visibility::Visible)); } } bool ElementScroll::CreateScrollbar(Orientation orientation) { if (scrollbars[orientation].element && scrollbars[orientation].widget) return true; ElementPtr scrollbar_element = Factory::InstanceElement(element, "*", orientation == VERTICAL ? "scrollbarvertical" : "scrollbarhorizontal", XMLAttributes()); scrollbars[orientation].element = scrollbar_element.get(); scrollbars[orientation].element->SetProperty(PropertyId::Clip, Property(1, Unit::NUMBER)); scrollbars[orientation].widget = MakeUnique(scrollbars[orientation].element); scrollbars[orientation].widget->Initialise(orientation == VERTICAL ? WidgetScroll::VERTICAL : WidgetScroll::HORIZONTAL); Element* child = element->AppendChild(std::move(scrollbar_element), false); UpdateScrollElementProperties(child); return true; } bool ElementScroll::CreateCorner() { if (corner != nullptr) return true; ElementPtr corner_element = Factory::InstanceElement(element, "*", "scrollbarcorner", XMLAttributes()); corner = corner_element.get(); corner->SetProperty(PropertyId::Clip, Property(1, Unit::NUMBER)); Element* child = element->AppendChild(std::move(corner_element), false); UpdateScrollElementProperties(child); return true; } void ElementScroll::UpdateScrollElementProperties(Element* scroll_element) { // The construction of scrollbars can occur during layouting, then we need some properties and computed values straight away. // In particular their size. Furthermore, updating these properties straight away avoids dirtying the document after layouting, // which may result in one less additional and unnecessary layouting procedure. Context* context = element->GetContext(); const float dp_ratio = (context ? context->GetDensityIndependentPixelRatio() : 1.0f); const Vector2f vp_dimensions = (context ? Vector2f(context->GetDimensions()) : Vector2f(1.0f)); scroll_element->Update(dp_ratio, vp_dimensions); } ElementScroll::Scrollbar::Scrollbar() {} ElementScroll::Scrollbar::~Scrollbar() {} } // namespace Rml