/*
* 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 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 "FloatedBoxSpace.h"
#include "../../../Include/RmlUi/Core/ComputedValues.h"
#include "../../../Include/RmlUi/Core/Element.h"
#include "../../../Include/RmlUi/Core/ElementScroll.h"
#include "BlockContainer.h"
#include "LayoutPools.h"
#include
namespace Rml {
FloatedBoxSpace::FloatedBoxSpace() {}
FloatedBoxSpace::~FloatedBoxSpace() {}
Vector2f FloatedBoxSpace::NextBoxPosition(const BlockContainer* parent, float& box_width, float cursor, const Vector2f dimensions, bool nowrap) const
{
return NextBoxPosition(parent, box_width, cursor, dimensions, nowrap, Style::Float::None);
}
Vector2f FloatedBoxSpace::NextFloatPosition(const BlockContainer* parent, float& out_box_width, float cursor, Vector2f dimensions,
Style::Float float_property, Style::Clear clear_property) const
{
// Shift the cursor down (if necessary) so it isn't placed any higher than a previously-floated box.
for (int i = 0; i < NUM_ANCHOR_EDGES; ++i)
{
if (!boxes[i].empty())
cursor = Math::Max(cursor, boxes[i].back().offset.y);
}
// Shift the cursor down past to clear boxes, if necessary.
cursor = DetermineClearPosition(cursor, clear_property);
// Find a place to put this box.
const bool nowrap = false;
const Vector2f margin_offset = NextBoxPosition(parent, out_box_width, cursor, dimensions, nowrap, float_property);
return margin_offset;
}
void FloatedBoxSpace::PlaceFloat(Style::Float float_property, Vector2f margin_position, Vector2f margin_size, Vector2f overflow_position,
Vector2f overflow_size)
{
boxes[float_property == Style::Float::Left ? LEFT : RIGHT].push_back(FloatedBox{margin_position, margin_size});
// Set our extents so they enclose the new box.
extent_top_left_overflow = Math::Min(extent_top_left_overflow, overflow_position);
extent_bottom_right_overflow = Math::Max(extent_bottom_right_overflow, overflow_position + overflow_size);
extent_bottom_right_margin = Math::Max(extent_bottom_right_margin, margin_position + margin_size);
}
float FloatedBoxSpace::DetermineClearPosition(float cursor, Style::Clear clear_property) const
{
using namespace Style;
// Clear left boxes.
if (clear_property == Clear::Left || clear_property == Clear::Both)
{
for (size_t i = 0; i < boxes[LEFT].size(); ++i)
cursor = Math::Max(cursor, boxes[LEFT][i].offset.y + boxes[LEFT][i].dimensions.y);
}
// Clear right boxes.
if (clear_property == Clear::Right || clear_property == Clear::Both)
{
for (size_t i = 0; i < boxes[RIGHT].size(); ++i)
cursor = Math::Max(cursor, boxes[RIGHT][i].offset.y + boxes[RIGHT][i].dimensions.y);
}
return cursor;
}
Vector2f FloatedBoxSpace::NextBoxPosition(const BlockContainer* parent, float& maximum_box_width, const float cursor, const Vector2f dimensions,
const bool nowrap, const Style::Float float_property) const
{
const float parent_scrollbar_width = parent->GetElement()->GetElementScroll()->GetScrollbarSize(ElementScroll::VERTICAL);
const float parent_edge_left = parent->GetPosition().x + parent->GetBox().GetPosition().x;
const float parent_edge_right = parent_edge_left + parent->GetBox().GetSize().x - parent_scrollbar_width;
const AnchorEdge box_edge = (float_property == Style::Float::Right ? RIGHT : LEFT);
Vector2f box_position = {parent_edge_left, cursor};
if (box_edge == RIGHT)
box_position.x = parent_edge_right - dimensions.x;
float next_cursor = FLT_MAX;
// First up; we iterate through all boxes that share our edge, pushing ourself to the side of them if we intersect
// them. We record the height of the lowest box that gets in our way; in the event we can't be positioned at this
// height, we'll reposition ourselves at that height for the next iteration.
for (const FloatedBox& fixed_box : boxes[box_edge])
{
// If the fixed box's bottom edge is above our top edge, then we can safely skip it.
if (fixed_box.offset.y + fixed_box.dimensions.y <= box_position.y)
continue;
// If the fixed box's top edge is below our bottom edge, then we can safely skip it.
if (fixed_box.offset.y >= box_position.y + dimensions.y)
continue;
// We're intersecting this box vertically, so the box is pushed to the side if necessary.
bool collision = false;
if (box_edge == LEFT)
{
float right_edge = fixed_box.offset.x + fixed_box.dimensions.x;
collision = box_position.x < right_edge;
if (collision)
box_position.x = right_edge;
}
else
{
collision = box_position.x + dimensions.x > fixed_box.offset.x;
if (collision)
box_position.x = fixed_box.offset.x - dimensions.x;
}
// If there was a collision, then we *might* want to remember the height of this box if it is the earliest-
// terminating box we've collided with so far.
if (collision && !nowrap)
{
next_cursor = Math::Min(next_cursor, fixed_box.offset.y + fixed_box.dimensions.y);
// Were we pushed out of our containing box? If so, try again at the next cursor position.
if (box_position.x < parent_edge_left || box_position.x + dimensions.x > parent_edge_right)
return NextBoxPosition(parent, maximum_box_width, next_cursor + 0.01f, dimensions, nowrap, float_property);
}
}
// Second; we go through all of the boxes on the other edge, checking for horizontal collisions and determining the
// maximum width the box can stretch to, if it is placed at this location.
maximum_box_width = (box_edge == LEFT ? parent_edge_right - box_position.x : box_position.x + dimensions.x);
for (const FloatedBox& fixed_box : boxes[1 - box_edge])
{
// If the fixed box's bottom edge is above our top edge, then we can safely skip it.
if (fixed_box.offset.y + fixed_box.dimensions.y <= box_position.y)
continue;
// If the fixed box's top edge is below our bottom edge, then we can safely skip it.
if (fixed_box.offset.y >= box_position.y + dimensions.y)
continue;
// We intersect this box vertically, so check if it intersects horizontally.
bool collision = false;
if (box_edge == LEFT)
{
maximum_box_width = Math::Min(maximum_box_width, fixed_box.offset.x - box_position.x);
collision = box_position.x + dimensions.x > fixed_box.offset.x;
}
else
{
maximum_box_width = Math::Min(maximum_box_width, (box_position.x + dimensions.x) - (fixed_box.offset.x + fixed_box.dimensions.x));
collision = box_position.x < fixed_box.offset.x + fixed_box.dimensions.x;
}
// If we collided with this box ... d'oh! We'll try again lower down the page, at the highest bottom-edge of
// any of the boxes we've been pushed around by so far.
if (collision && !nowrap)
{
next_cursor = Math::Min(next_cursor, fixed_box.offset.y + fixed_box.dimensions.y);
return NextBoxPosition(parent, maximum_box_width, next_cursor + 0.01f, dimensions, nowrap, float_property);
}
}
// If we are restricted from wrapping the position down, then we are already done now that we've shifted horizontally.
if (nowrap)
return box_position;
// Third; we go through all of the boxes (on both sides), checking for vertical collisions.
for (int i = 0; i < 2; ++i)
{
for (const FloatedBox& fixed_box : boxes[i])
{
// If the fixed box's bottom edge is above our top edge, then we can safely skip it.
if (fixed_box.offset.y + fixed_box.dimensions.y <= box_position.y)
continue;
// If the fixed box's top edge is below our bottom edge, then we can safely skip it.
if (fixed_box.offset.y >= box_position.y + dimensions.y)
continue;
// We collide vertically; if we also collide horizontally, then we have to try again further down the
// layout. If the fixed box's left edge is to right of our right edge, then we can safely skip it.
if (fixed_box.offset.x >= box_position.x + dimensions.x)
continue;
// If the fixed box's right edge is to the left of our left edge, then we can safely skip it.
if (fixed_box.offset.x + fixed_box.dimensions.x <= box_position.x)
continue;
// D'oh! We hit this box. Ah well; we'll try again lower down the page, at the highest bottom-edge of any
// of the boxes we've been pushed around by so far.
next_cursor = Math::Min(next_cursor, fixed_box.offset.y + fixed_box.dimensions.y);
return NextBoxPosition(parent, maximum_box_width, next_cursor + 0.01f, dimensions, nowrap, float_property);
}
}
// Looks like we've found a winner!
return box_position;
}
Vector2f FloatedBoxSpace::GetDimensions(FloatedBoxEdge edge) const
{
// For now, we don't really use the top-left extent, because it is not allowed in CSS to scroll to content located
// to the top or left, and thus we have no use for it currently. We could use it later to help detect overflow on
// the top-left sides. For example so we can hide parts of floats pushing outside the top-left sides of its parent
// which is set to 'overflow: auto'.
return edge == FloatedBoxEdge::Margin ? extent_bottom_right_margin : extent_bottom_right_overflow;
}
float FloatedBoxSpace::GetShrinkToFitWidth(float edge_left, float edge_right) const
{
// For the left-anchored boxes: Find the right-most edge of the boxes, relative to our parent's left edge.
float left_shrink_width = 0.f;
for (const FloatedBox& box : boxes[LEFT])
left_shrink_width = Math::Max(left_shrink_width, box.offset.x - edge_left + box.dimensions.x);
// Conversely, for the right-anchored boxes: Find the left-most edge, relative to our parent's right edge.
float right_shrink_width = 0.f;
for (const FloatedBox& box : boxes[RIGHT])
right_shrink_width = Math::Max(right_shrink_width, edge_right - box.offset.x);
return left_shrink_width + right_shrink_width;
}
void* FloatedBoxSpace::operator new(size_t size)
{
return LayoutPools::AllocateLayoutChunk(size);
}
void FloatedBoxSpace::operator delete(void* chunk, size_t size)
{
LayoutPools::DeallocateLayoutChunk(chunk, size);
}
} // namespace Rml