/* * 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 "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, const String& string, Character prior_character) { const float letter_spacing = element->GetComputedValues().letter_spacing(); FontFaceHandle font_face_handle = element->GetFontFaceHandle(); if (font_face_handle == 0) return 0; return GetFontEngineInterface()->GetStringWidth(font_face_handle, string, letter_spacing, 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->GetParentNode()); 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 client_area = (force_clip_current_element ? BoxArea::Border : clipping_element->GetClientArea()); 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, client_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(client_area); Vector2f element_size = clipping_element->GetBox().GetSize(client_area); clip_region.IntersectIfValid(Rectanglef::FromPositionSize(element_offset, element_size)); } } // 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::ExpandToPixelGrid(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.ExtendTopLeft(shadow_extent_top_left); bounds.ExtendBottomRight(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.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