PropertySpecification.cpp 18 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019-2023 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "../../Include/RmlUi/Core/PropertySpecification.h"
  29. #include "../../Include/RmlUi/Core/Debug.h"
  30. #include "../../Include/RmlUi/Core/Log.h"
  31. #include "../../Include/RmlUi/Core/Profiling.h"
  32. #include "../../Include/RmlUi/Core/PropertyDefinition.h"
  33. #include "../../Include/RmlUi/Core/PropertyDictionary.h"
  34. #include "IdNameMap.h"
  35. #include "PropertyShorthandDefinition.h"
  36. #include <algorithm>
  37. #include <limits.h>
  38. #include <stdint.h>
  39. namespace Rml {
  40. PropertySpecification::PropertySpecification(size_t reserve_num_properties, size_t reserve_num_shorthands) :
  41. // Increment reserve numbers by one because the 'invalid' property occupies the first element
  42. properties(reserve_num_properties + 1), shorthands(reserve_num_shorthands + 1),
  43. property_map(MakeUnique<PropertyIdNameMap>(reserve_num_properties + 1)), shorthand_map(MakeUnique<ShorthandIdNameMap>(reserve_num_shorthands + 1))
  44. {}
  45. PropertySpecification::~PropertySpecification() {}
  46. PropertyDefinition& PropertySpecification::RegisterProperty(const String& property_name, const String& default_value, bool inherited,
  47. bool forces_layout, PropertyId id)
  48. {
  49. if (id == PropertyId::Invalid)
  50. id = property_map->GetOrCreateId(property_name);
  51. else
  52. property_map->AddPair(id, property_name);
  53. size_t index = (size_t)id;
  54. if (index >= size_t(PropertyId::MaxNumIds))
  55. {
  56. Log::Message(Log::LT_ERROR,
  57. "Fatal error while registering property '%s': Maximum number of allowed properties exceeded. Continuing execution may lead to crash.",
  58. property_name.c_str());
  59. RMLUI_ERROR;
  60. return *properties[0];
  61. }
  62. if (index < properties.size())
  63. {
  64. // We don't want to owerwrite an existing entry.
  65. if (properties[index])
  66. {
  67. Log::Message(Log::LT_ERROR, "While registering property '%s': The property is already registered.", property_name.c_str());
  68. return *properties[index];
  69. }
  70. }
  71. else
  72. {
  73. // Resize vector to hold the new index
  74. properties.resize((index * 3) / 2 + 1);
  75. }
  76. // Create and insert the new property
  77. properties[index] = MakeUnique<PropertyDefinition>(id, default_value, inherited, forces_layout);
  78. property_ids.Insert(id);
  79. if (inherited)
  80. property_ids_inherited.Insert(id);
  81. if (forces_layout)
  82. property_ids_forcing_layout.Insert(id);
  83. return *properties[index];
  84. }
  85. const PropertyDefinition* PropertySpecification::GetProperty(PropertyId id) const
  86. {
  87. if (id == PropertyId::Invalid || (size_t)id >= properties.size())
  88. return nullptr;
  89. return properties[(size_t)id].get();
  90. }
  91. const PropertyDefinition* PropertySpecification::GetProperty(const String& property_name) const
  92. {
  93. return GetProperty(property_map->GetId(property_name));
  94. }
  95. const PropertyIdSet& PropertySpecification::GetRegisteredProperties() const
  96. {
  97. return property_ids;
  98. }
  99. const PropertyIdSet& PropertySpecification::GetRegisteredInheritedProperties() const
  100. {
  101. return property_ids_inherited;
  102. }
  103. const PropertyIdSet& PropertySpecification::GetRegisteredPropertiesForcingLayout() const
  104. {
  105. return property_ids_forcing_layout;
  106. }
  107. ShorthandId PropertySpecification::RegisterShorthand(const String& shorthand_name, const String& property_names, ShorthandType type, ShorthandId id)
  108. {
  109. if (id == ShorthandId::Invalid)
  110. id = shorthand_map->GetOrCreateId(shorthand_name);
  111. else
  112. shorthand_map->AddPair(id, shorthand_name);
  113. StringList property_list;
  114. StringUtilities::ExpandString(property_list, StringUtilities::ToLower(property_names));
  115. // Construct the new shorthand definition and resolve its properties.
  116. UniquePtr<ShorthandDefinition> property_shorthand(new ShorthandDefinition());
  117. for (const String& raw_name : property_list)
  118. {
  119. ShorthandItem item;
  120. bool optional = false;
  121. String name = raw_name;
  122. if (!raw_name.empty() && raw_name.back() == '?')
  123. {
  124. optional = true;
  125. name.pop_back();
  126. }
  127. PropertyId property_id = property_map->GetId(name);
  128. if (property_id != PropertyId::Invalid)
  129. {
  130. // We have a valid property
  131. if (const PropertyDefinition* property = GetProperty(property_id))
  132. item = ShorthandItem(property_id, property, optional);
  133. }
  134. else
  135. {
  136. // Otherwise, we must be a shorthand
  137. ShorthandId shorthand_id = shorthand_map->GetId(name);
  138. // Test for valid shorthand id. The recursive types (and only those) can hold other shorthands.
  139. if (shorthand_id != ShorthandId::Invalid && (type == ShorthandType::RecursiveRepeat || type == ShorthandType::RecursiveCommaSeparated))
  140. {
  141. if (const ShorthandDefinition* shorthand = GetShorthand(shorthand_id))
  142. item = ShorthandItem(shorthand_id, shorthand, optional);
  143. }
  144. }
  145. if (item.type == ShorthandItemType::Invalid)
  146. {
  147. Log::Message(Log::LT_ERROR, "Shorthand property '%s' was registered with invalid property '%s'.", shorthand_name.c_str(), name.c_str());
  148. return ShorthandId::Invalid;
  149. }
  150. property_shorthand->items.push_back(item);
  151. }
  152. property_shorthand->id = id;
  153. property_shorthand->type = type;
  154. const size_t index = (size_t)id;
  155. if (index >= size_t(ShorthandId::MaxNumIds))
  156. {
  157. Log::Message(Log::LT_ERROR, "Error while registering shorthand '%s': Maximum number of allowed shorthands exceeded.", shorthand_name.c_str());
  158. return ShorthandId::Invalid;
  159. }
  160. if (index < shorthands.size())
  161. {
  162. // We don't want to owerwrite an existing entry.
  163. if (shorthands[index])
  164. {
  165. Log::Message(Log::LT_ERROR, "The shorthand '%s' already exists, ignoring.", shorthand_name.c_str());
  166. return ShorthandId::Invalid;
  167. }
  168. }
  169. else
  170. {
  171. // Resize vector to hold the new index
  172. shorthands.resize((index * 3) / 2 + 1);
  173. }
  174. shorthands[index] = std::move(property_shorthand);
  175. return id;
  176. }
  177. const ShorthandDefinition* PropertySpecification::GetShorthand(ShorthandId id) const
  178. {
  179. if (id == ShorthandId::Invalid || (size_t)id >= shorthands.size())
  180. return nullptr;
  181. return shorthands[(size_t)id].get();
  182. }
  183. const ShorthandDefinition* PropertySpecification::GetShorthand(const String& shorthand_name) const
  184. {
  185. return GetShorthand(shorthand_map->GetId(shorthand_name));
  186. }
  187. bool PropertySpecification::ParsePropertyDeclaration(PropertyDictionary& dictionary, const String& property_name, const String& property_value) const
  188. {
  189. RMLUI_ZoneScoped;
  190. // Try as a property first
  191. PropertyId property_id = property_map->GetId(property_name);
  192. if (property_id != PropertyId::Invalid)
  193. return ParsePropertyDeclaration(dictionary, property_id, property_value);
  194. // Then, as a shorthand
  195. ShorthandId shorthand_id = shorthand_map->GetId(property_name);
  196. if (shorthand_id != ShorthandId::Invalid)
  197. return ParseShorthandDeclaration(dictionary, shorthand_id, property_value);
  198. return false;
  199. }
  200. bool PropertySpecification::ParsePropertyDeclaration(PropertyDictionary& dictionary, PropertyId property_id, const String& property_value) const
  201. {
  202. // Parse as a single property.
  203. const PropertyDefinition* property_definition = GetProperty(property_id);
  204. if (!property_definition)
  205. return false;
  206. StringList property_values;
  207. if (!ParsePropertyValues(property_values, property_value, false) || property_values.size() == 0)
  208. return false;
  209. Property new_property;
  210. if (!property_definition->ParseValue(new_property, property_values[0]))
  211. return false;
  212. dictionary.SetProperty(property_id, new_property);
  213. return true;
  214. }
  215. bool PropertySpecification::ParseShorthandDeclaration(PropertyDictionary& dictionary, ShorthandId shorthand_id, const String& property_value) const
  216. {
  217. StringList property_values;
  218. if (!ParsePropertyValues(property_values, property_value, true) || property_values.size() == 0)
  219. return false;
  220. // Parse as a shorthand.
  221. const ShorthandDefinition* shorthand_definition = GetShorthand(shorthand_id);
  222. if (!shorthand_definition)
  223. return false;
  224. // Handle the special behavior of the flex shorthand first, otherwise it acts like 'FallThrough'.
  225. if (shorthand_definition->type == ShorthandType::Flex)
  226. {
  227. RMLUI_ASSERT(shorthand_definition->items.size() == 3);
  228. if (!property_values.empty() && property_values[0] == "none")
  229. {
  230. property_values = {"0", "0", "auto"};
  231. }
  232. else
  233. {
  234. // Default values when omitted from the 'flex' shorthand is specified here. These defaults are special
  235. // for this shorthand only, otherwise each underlying property has a different default value.
  236. const char* default_omitted_values[] = {"1", "1", "0"}; // flex-grow, flex-shrink, flex-basis
  237. Property new_property;
  238. bool result = true;
  239. for (int i = 0; i < 3; i++)
  240. {
  241. auto& item = shorthand_definition->items[i];
  242. result &= item.property_definition->ParseValue(new_property, default_omitted_values[i]);
  243. dictionary.SetProperty(item.property_id, new_property);
  244. }
  245. (void)result;
  246. RMLUI_ASSERT(result);
  247. }
  248. }
  249. // If this definition is a 'box'-style shorthand (x-top x-right x-bottom x-left) that needs replication.
  250. if (shorthand_definition->type == ShorthandType::Box && property_values.size() < 4)
  251. {
  252. // This array tells which property index each side is parsed from
  253. Array<int, 4> box_side_to_value_index = {0, 0, 0, 0};
  254. switch (property_values.size())
  255. {
  256. case 1:
  257. // Only one value is defined, so it is parsed onto all four sides.
  258. box_side_to_value_index = {0, 0, 0, 0};
  259. break;
  260. case 2:
  261. // Two values are defined, so the first one is parsed onto the top and bottom value, the second onto
  262. // the left and right.
  263. box_side_to_value_index = {0, 1, 0, 1};
  264. break;
  265. case 3:
  266. // Three values are defined, so the first is parsed into the top value, the second onto the left and
  267. // right, and the third onto the bottom.
  268. box_side_to_value_index = {0, 1, 2, 1};
  269. break;
  270. default: RMLUI_ERROR; break;
  271. }
  272. for (int i = 0; i < 4; i++)
  273. {
  274. RMLUI_ASSERT(shorthand_definition->items[i].type == ShorthandItemType::Property);
  275. Property new_property;
  276. int value_index = box_side_to_value_index[i];
  277. if (!shorthand_definition->items[i].property_definition->ParseValue(new_property, property_values[value_index]))
  278. return false;
  279. dictionary.SetProperty(shorthand_definition->items[i].property_definition->GetId(), new_property);
  280. }
  281. }
  282. else if (shorthand_definition->type == ShorthandType::RecursiveRepeat)
  283. {
  284. bool result = true;
  285. for (size_t i = 0; i < shorthand_definition->items.size(); i++)
  286. {
  287. const ShorthandItem& item = shorthand_definition->items[i];
  288. if (item.type == ShorthandItemType::Property)
  289. result &= ParsePropertyDeclaration(dictionary, item.property_id, property_value);
  290. else if (item.type == ShorthandItemType::Shorthand)
  291. result &= ParseShorthandDeclaration(dictionary, item.shorthand_id, property_value);
  292. else
  293. result = false;
  294. }
  295. if (!result)
  296. return false;
  297. }
  298. else if (shorthand_definition->type == ShorthandType::RecursiveCommaSeparated)
  299. {
  300. StringList subvalues;
  301. StringUtilities::ExpandString(subvalues, property_value);
  302. size_t num_optional = 0;
  303. for (auto& item : shorthand_definition->items)
  304. if (item.optional)
  305. num_optional += 1;
  306. if (subvalues.size() + num_optional < shorthand_definition->items.size())
  307. {
  308. // Not enough subvalues declared.
  309. return false;
  310. }
  311. size_t subvalue_i = 0;
  312. for (size_t i = 0; i < shorthand_definition->items.size() && subvalue_i < subvalues.size(); i++)
  313. {
  314. bool result = false;
  315. const ShorthandItem& item = shorthand_definition->items[i];
  316. if (item.type == ShorthandItemType::Property)
  317. result = ParsePropertyDeclaration(dictionary, item.property_id, subvalues[subvalue_i]);
  318. else if (item.type == ShorthandItemType::Shorthand)
  319. result = ParseShorthandDeclaration(dictionary, item.shorthand_id, subvalues[subvalue_i]);
  320. if (result)
  321. subvalue_i += 1;
  322. else if (!item.optional)
  323. return false;
  324. }
  325. }
  326. else
  327. {
  328. RMLUI_ASSERT(shorthand_definition->type == ShorthandType::Box || shorthand_definition->type == ShorthandType::FallThrough ||
  329. shorthand_definition->type == ShorthandType::Replicate || shorthand_definition->type == ShorthandType::Flex);
  330. // Abort over-specified shorthand values.
  331. if (property_values.size() > shorthand_definition->items.size())
  332. return false;
  333. size_t value_index = 0;
  334. size_t property_index = 0;
  335. for (; value_index < property_values.size() && property_index < shorthand_definition->items.size(); property_index++)
  336. {
  337. Property new_property;
  338. if (!shorthand_definition->items[property_index].property_definition->ParseValue(new_property, property_values[value_index]))
  339. {
  340. // This definition failed to parse; if we're falling through, try the next property. If there is no
  341. // next property, then abort!
  342. if (shorthand_definition->type == ShorthandType::FallThrough || shorthand_definition->type == ShorthandType::Flex)
  343. {
  344. if (property_index + 1 < shorthand_definition->items.size())
  345. continue;
  346. }
  347. return false;
  348. }
  349. dictionary.SetProperty(shorthand_definition->items[property_index].property_id, new_property);
  350. // Increment the value index, unless we're replicating the last value and we're up to the last value.
  351. if (shorthand_definition->type != ShorthandType::Replicate || value_index < property_values.size() - 1)
  352. value_index++;
  353. }
  354. // Abort if we still have values left to parse but no more properties to pass them to.
  355. if (shorthand_definition->type != ShorthandType::Replicate && value_index < property_values.size() &&
  356. property_index >= shorthand_definition->items.size())
  357. return false;
  358. }
  359. return true;
  360. }
  361. void PropertySpecification::SetPropertyDefaults(PropertyDictionary& dictionary) const
  362. {
  363. for (const auto& property : properties)
  364. {
  365. if (property && dictionary.GetProperty(property->GetId()) == nullptr)
  366. dictionary.SetProperty(property->GetId(), *property->GetDefaultValue());
  367. }
  368. }
  369. String PropertySpecification::PropertiesToString(const PropertyDictionary& dictionary, bool include_name, char delimiter) const
  370. {
  371. const PropertyMap& properties = dictionary.GetProperties();
  372. // For determinism we print the strings in order of increasing property ids.
  373. Vector<PropertyId> ids;
  374. ids.reserve(properties.size());
  375. for (auto& pair : properties)
  376. ids.push_back(pair.first);
  377. std::sort(ids.begin(), ids.end());
  378. String result;
  379. for (PropertyId id : ids)
  380. {
  381. const Property& p = properties.find(id)->second;
  382. if (include_name)
  383. result += property_map->GetName(id) + ": ";
  384. result += p.ToString() + delimiter;
  385. }
  386. if (!result.empty())
  387. result.pop_back();
  388. return result;
  389. }
  390. bool PropertySpecification::ParsePropertyValues(StringList& values_list, const String& values, bool split_values) const
  391. {
  392. String value;
  393. enum ParseState { VALUE, VALUE_PARENTHESIS, VALUE_QUOTE };
  394. ParseState state = VALUE;
  395. int open_parentheses = 0;
  396. size_t character_index = 0;
  397. bool escape_next = false;
  398. while (character_index < values.size())
  399. {
  400. const char character = values[character_index];
  401. character_index++;
  402. const bool escape_character = escape_next;
  403. escape_next = false;
  404. switch (state)
  405. {
  406. case VALUE:
  407. {
  408. if (character == ';')
  409. {
  410. value = StringUtilities::StripWhitespace(value);
  411. if (value.size() > 0)
  412. {
  413. values_list.push_back(value);
  414. value.clear();
  415. }
  416. }
  417. else if (StringUtilities::IsWhitespace(character))
  418. {
  419. if (split_values)
  420. {
  421. value = StringUtilities::StripWhitespace(value);
  422. if (value.size() > 0)
  423. {
  424. values_list.push_back(value);
  425. value.clear();
  426. }
  427. }
  428. else
  429. value += character;
  430. }
  431. else if (character == '"')
  432. {
  433. if (split_values)
  434. {
  435. value = StringUtilities::StripWhitespace(value);
  436. if (value.size() > 0)
  437. {
  438. values_list.push_back(value);
  439. value.clear();
  440. }
  441. state = VALUE_QUOTE;
  442. }
  443. else
  444. {
  445. value += ' ';
  446. state = VALUE_QUOTE;
  447. }
  448. }
  449. else if (character == '(')
  450. {
  451. open_parentheses = 1;
  452. value += character;
  453. state = VALUE_PARENTHESIS;
  454. }
  455. else
  456. {
  457. value += character;
  458. }
  459. }
  460. break;
  461. case VALUE_PARENTHESIS:
  462. {
  463. if (escape_character)
  464. {
  465. if (character == ')' || character == '(' || character == '\\')
  466. {
  467. value += character;
  468. }
  469. else
  470. {
  471. value += '\\';
  472. value += character;
  473. }
  474. }
  475. else
  476. {
  477. if (character == '(')
  478. {
  479. open_parentheses++;
  480. value += character;
  481. }
  482. else if (character == ')')
  483. {
  484. open_parentheses--;
  485. value += character;
  486. if (open_parentheses == 0)
  487. state = VALUE;
  488. }
  489. else if (character == '\\')
  490. {
  491. escape_next = true;
  492. }
  493. else
  494. {
  495. value += character;
  496. }
  497. }
  498. }
  499. break;
  500. case VALUE_QUOTE:
  501. {
  502. if (escape_character)
  503. {
  504. if (character == '"' || character == '\\')
  505. {
  506. value += character;
  507. }
  508. else
  509. {
  510. value += '\\';
  511. value += character;
  512. }
  513. }
  514. else
  515. {
  516. if (character == '"')
  517. {
  518. if (split_values)
  519. {
  520. value = StringUtilities::StripWhitespace(value);
  521. if (value.size() > 0)
  522. {
  523. values_list.push_back(value);
  524. value.clear();
  525. }
  526. }
  527. else
  528. value += ' ';
  529. state = VALUE;
  530. }
  531. else if (character == '\\')
  532. {
  533. escape_next = true;
  534. }
  535. else
  536. {
  537. value += character;
  538. }
  539. }
  540. }
  541. }
  542. }
  543. if (state == VALUE)
  544. {
  545. value = StringUtilities::StripWhitespace(value);
  546. if (value.size() > 0)
  547. values_list.push_back(value);
  548. }
  549. return true;
  550. }
  551. } // namespace Rml