/* * 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 "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, 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, 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, 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