ElementUtilities.cpp 20 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/ElementUtilities.h"
  29. #include "../../Include/RmlUi/Core/ComputedValues.h"
  30. #include "../../Include/RmlUi/Core/Context.h"
  31. #include "../../Include/RmlUi/Core/Core.h"
  32. #include "../../Include/RmlUi/Core/DecorationTypes.h"
  33. #include "../../Include/RmlUi/Core/Element.h"
  34. #include "../../Include/RmlUi/Core/ElementScroll.h"
  35. #include "../../Include/RmlUi/Core/Factory.h"
  36. #include "../../Include/RmlUi/Core/FontEngineInterface.h"
  37. #include "../../Include/RmlUi/Core/Math.h"
  38. #include "../../Include/RmlUi/Core/RenderManager.h"
  39. #include "DataController.h"
  40. #include "DataModel.h"
  41. #include "DataView.h"
  42. #include "ElementBackgroundBorder.h"
  43. #include "Layout/LayoutDetails.h"
  44. #include "Layout/LayoutEngine.h"
  45. #include "TransformState.h"
  46. #include <limits>
  47. namespace Rml {
  48. // Builds and sets the box for an element.
  49. static void SetBox(Element* element)
  50. {
  51. Element* parent = element->GetParentNode();
  52. RMLUI_ASSERT(parent != nullptr);
  53. Vector2f containing_block = parent->GetBox().GetSize();
  54. containing_block.x -= parent->GetElementScroll()->GetScrollbarSize(ElementScroll::VERTICAL);
  55. containing_block.y -= parent->GetElementScroll()->GetScrollbarSize(ElementScroll::HORIZONTAL);
  56. Box box;
  57. LayoutDetails::BuildBox(box, containing_block, element);
  58. if (element->GetComputedValues().height().type != Style::Height::Auto)
  59. box.SetContent(Vector2f(box.GetSize().x, containing_block.y));
  60. element->SetBox(box);
  61. }
  62. // Positions an element relative to an offset parent.
  63. static void SetElementOffset(Element* element, Vector2f offset)
  64. {
  65. Vector2f relative_offset = element->GetParentNode()->GetBox().GetPosition(BoxArea::Content);
  66. relative_offset += offset;
  67. relative_offset.x += element->GetBox().GetEdge(BoxArea::Margin, BoxEdge::Left);
  68. relative_offset.y += element->GetBox().GetEdge(BoxArea::Margin, BoxEdge::Top);
  69. element->SetOffset(relative_offset, element->GetParentNode());
  70. }
  71. Element* ElementUtilities::GetElementById(Element* root_element, const String& id)
  72. {
  73. // Breadth first search on elements for the corresponding id
  74. typedef Queue<Element*> SearchQueue;
  75. SearchQueue search_queue;
  76. search_queue.push(root_element);
  77. while (!search_queue.empty())
  78. {
  79. Element* element = search_queue.front();
  80. search_queue.pop();
  81. if (element->GetId() == id)
  82. {
  83. return element;
  84. }
  85. // Add all children to search
  86. for (int i = 0; i < element->GetNumChildren(); i++)
  87. search_queue.push(element->GetChild(i));
  88. }
  89. return nullptr;
  90. }
  91. void ElementUtilities::GetElementsByTagName(ElementList& elements, Element* root_element, const String& tag)
  92. {
  93. // Breadth first search on elements for the corresponding id
  94. typedef Queue<Element*> SearchQueue;
  95. SearchQueue search_queue;
  96. for (int i = 0; i < root_element->GetNumChildren(); ++i)
  97. search_queue.push(root_element->GetChild(i));
  98. while (!search_queue.empty())
  99. {
  100. Element* element = search_queue.front();
  101. search_queue.pop();
  102. if (element->GetTagName() == tag)
  103. elements.push_back(element);
  104. // Add all children to search.
  105. for (int i = 0; i < element->GetNumChildren(); i++)
  106. search_queue.push(element->GetChild(i));
  107. }
  108. }
  109. void ElementUtilities::GetElementsByClassName(ElementList& elements, Element* root_element, const String& class_name)
  110. {
  111. // Breadth first search on elements for the corresponding id
  112. typedef Queue<Element*> SearchQueue;
  113. SearchQueue search_queue;
  114. for (int i = 0; i < root_element->GetNumChildren(); ++i)
  115. search_queue.push(root_element->GetChild(i));
  116. while (!search_queue.empty())
  117. {
  118. Element* element = search_queue.front();
  119. search_queue.pop();
  120. if (element->IsClassSet(class_name))
  121. elements.push_back(element);
  122. // Add all children to search.
  123. for (int i = 0; i < element->GetNumChildren(); i++)
  124. search_queue.push(element->GetChild(i));
  125. }
  126. }
  127. float ElementUtilities::GetDensityIndependentPixelRatio(Element* element)
  128. {
  129. Context* context = element->GetContext();
  130. if (context == nullptr)
  131. return 1.0f;
  132. return context->GetDensityIndependentPixelRatio();
  133. }
  134. int ElementUtilities::GetStringWidth(Element* element, const String& string, Character prior_character)
  135. {
  136. const float letter_spacing = element->GetComputedValues().letter_spacing();
  137. FontFaceHandle font_face_handle = element->GetFontFaceHandle();
  138. if (font_face_handle == 0)
  139. return 0;
  140. return GetFontEngineInterface()->GetStringWidth(font_face_handle, string, letter_spacing, prior_character);
  141. }
  142. bool ElementUtilities::GetClippingRegion(Element* element, Rectanglei& out_clip_region, ClipMaskGeometryList* out_clip_mask_list,
  143. bool force_clip_self)
  144. {
  145. using Style::Clip;
  146. Clip target_element_clip = element->GetComputedValues().clip();
  147. if (target_element_clip == Clip::Type::None && !force_clip_self)
  148. return false;
  149. int num_ignored_clips = target_element_clip.GetNumber();
  150. // Search through the element's ancestors, finding all elements that clip their overflow and have overflow to clip.
  151. // For each that we find, we combine their clipping region with the existing clipping region, and so build up a
  152. // complete clipping region for the element.
  153. Element* clipping_element = (force_clip_self ? element : element->GetParentNode());
  154. Rectanglef clip_region = Rectanglef::MakeInvalid();
  155. while (clipping_element)
  156. {
  157. const bool force_clip_current_element = (force_clip_self && clipping_element == element);
  158. const ComputedValues& clip_computed = clipping_element->GetComputedValues();
  159. const bool clip_enabled = (clip_computed.overflow_x() != Style::Overflow::Visible || clip_computed.overflow_y() != Style::Overflow::Visible);
  160. const bool clip_always = (clip_computed.clip() == Clip::Type::Always);
  161. const bool clip_none = (clip_computed.clip() == Clip::Type::None);
  162. const int clip_number = clip_computed.clip().GetNumber();
  163. // Merge the existing clip region with the current clip region, unless we are ignoring clip regions.
  164. if (((clip_always || clip_enabled) && num_ignored_clips == 0) || force_clip_current_element)
  165. {
  166. const BoxArea client_area = (force_clip_current_element ? BoxArea::Border : clipping_element->GetClientArea());
  167. const bool has_clipping_content =
  168. (clip_always || force_clip_current_element || clipping_element->GetClientWidth() < clipping_element->GetScrollWidth() - 0.5f ||
  169. clipping_element->GetClientHeight() < clipping_element->GetScrollHeight() - 0.5f);
  170. bool disable_scissor_clipping = false;
  171. if (out_clip_mask_list)
  172. {
  173. const TransformState* transform_state = clipping_element->GetTransformState();
  174. const Matrix4f* transform = (transform_state ? transform_state->GetTransform() : nullptr);
  175. const bool has_border_radius = (clip_computed.border_top_left_radius() > 0.f || clip_computed.border_top_right_radius() > 0.f ||
  176. clip_computed.border_bottom_right_radius() > 0.f || clip_computed.border_bottom_left_radius() > 0.f);
  177. // 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
  178. // region to be clipped. If the element has a transform we only use a clip mask when the content clips.
  179. if (has_border_radius || (transform && has_clipping_content))
  180. {
  181. Geometry* clip_geometry = clipping_element->GetElementBackgroundBorder()->GetClipGeometry(clipping_element, client_area);
  182. const ClipMaskOperation clip_operation = (out_clip_mask_list->empty() ? ClipMaskOperation::Set : ClipMaskOperation::Intersect);
  183. const Vector2f absolute_offset = clipping_element->GetAbsoluteOffset(BoxArea::Border);
  184. out_clip_mask_list->push_back(ClipMaskGeometry{clip_operation, clip_geometry, absolute_offset, transform});
  185. }
  186. // 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.
  187. // culling text render calls. However, when we have a transform, the element cannot be added to the scissor region since its geometry
  188. // may be projected entirely elsewhere.
  189. if (transform)
  190. disable_scissor_clipping = true;
  191. }
  192. if (has_clipping_content && !disable_scissor_clipping)
  193. {
  194. // Shrink the scissor region to the element's client area.
  195. Vector2f element_offset = clipping_element->GetAbsoluteOffset(client_area);
  196. Vector2f element_size = clipping_element->GetBox().GetSize(client_area);
  197. clip_region.IntersectIfValid(Rectanglef::FromPositionSize(element_offset, element_size));
  198. }
  199. }
  200. // If this region is meant to clip and we're skipping regions, update the counter.
  201. if (num_ignored_clips > 0 && clip_enabled)
  202. num_ignored_clips--;
  203. // Inherit how many clip regions this ancestor ignores.
  204. num_ignored_clips = Math::Max(num_ignored_clips, clip_number);
  205. // If this region ignores all clipping regions, then we do too.
  206. if (clip_none)
  207. break;
  208. // Climb the tree to this region's parent.
  209. clipping_element = clipping_element->GetOffsetParent();
  210. }
  211. if (clip_region.Valid())
  212. {
  213. Math::ExpandToPixelGrid(clip_region);
  214. out_clip_region = Rectanglei(clip_region);
  215. }
  216. return clip_region.Valid();
  217. }
  218. bool ElementUtilities::SetClippingRegion(Element* element, bool force_clip_self)
  219. {
  220. Context* context = element->GetContext();
  221. if (!context)
  222. return false;
  223. RenderManager& render_manager = context->GetRenderManager();
  224. Rectanglei clip_region;
  225. ClipMaskGeometryList clip_mask_list;
  226. const bool scissoring_enabled = GetClippingRegion(element, clip_region, &clip_mask_list, force_clip_self);
  227. if (scissoring_enabled)
  228. render_manager.SetScissorRegion(clip_region);
  229. else
  230. render_manager.DisableScissorRegion();
  231. render_manager.SetClipMask(std::move(clip_mask_list));
  232. return true;
  233. }
  234. bool ElementUtilities::GetBoundingBox(Rectanglef& out_rectangle, Element* element, BoxArea box_area)
  235. {
  236. RMLUI_ASSERT(element);
  237. Vector2f shadow_extent_top_left, shadow_extent_bottom_right;
  238. if (box_area == BoxArea::Auto)
  239. {
  240. // 'Auto' acts like border box extended to encompass any ink overflow, including the element's box-shadow.
  241. // Note: Does not currently include ink overflow due to filters, as that is handled manually in ElementEffects.
  242. box_area = BoxArea::Border;
  243. if (const Property* p_box_shadow = element->GetLocalProperty(PropertyId::BoxShadow))
  244. {
  245. RMLUI_ASSERT(p_box_shadow->value.GetType() == Variant::BOXSHADOWLIST);
  246. const BoxShadowList& shadow_list = p_box_shadow->value.GetReference<BoxShadowList>();
  247. for (const BoxShadow& shadow : shadow_list)
  248. {
  249. if (!shadow.inset)
  250. {
  251. const float extent = 1.5f * element->ResolveLength(shadow.blur_radius) + element->ResolveLength(shadow.spread_distance);
  252. const Vector2f offset = {element->ResolveLength(shadow.offset_x), element->ResolveLength(shadow.offset_y)};
  253. shadow_extent_top_left = Math::Max(shadow_extent_top_left, -offset + Vector2f(extent));
  254. shadow_extent_bottom_right = Math::Max(shadow_extent_bottom_right, offset + Vector2f(extent));
  255. }
  256. }
  257. }
  258. }
  259. // Element bounds in non-transformed space.
  260. Rectanglef bounds = Rectanglef::FromPositionSize(element->GetAbsoluteOffset(box_area), element->GetBox().GetSize(box_area));
  261. bounds.ExtendTopLeft(shadow_extent_top_left);
  262. bounds.ExtendBottomRight(shadow_extent_bottom_right);
  263. const TransformState* transform_state = element->GetTransformState();
  264. const Matrix4f* transform = (transform_state ? transform_state->GetTransform() : nullptr);
  265. // Early exit in the common case of no transform.
  266. if (!transform)
  267. {
  268. out_rectangle = bounds;
  269. return true;
  270. }
  271. Context* context = element->GetContext();
  272. if (!context)
  273. return false;
  274. constexpr int num_corners = 4;
  275. Vector2f corners[num_corners] = {
  276. bounds.TopLeft(),
  277. bounds.TopRight(),
  278. bounds.BottomRight(),
  279. bounds.BottomLeft(),
  280. };
  281. // Transform and project corners to window coordinates.
  282. constexpr float z_clip = 10'000.f;
  283. const Vector2f window_size = Vector2f(context->GetDimensions());
  284. const Matrix4f project = Matrix4f::ProjectOrtho(0.f, window_size.x, 0.f, window_size.y, -z_clip, z_clip);
  285. const Matrix4f project_transform = project * (*transform);
  286. bool any_vertex_depth_clipped = false;
  287. for (int i = 0; i < num_corners; i++)
  288. {
  289. const Vector4f pos_clip_space = project_transform * Vector4f(corners[i].x, corners[i].y, 0, 1);
  290. const Vector2f pos_ndc = Vector2f(pos_clip_space.x, pos_clip_space.y) / pos_clip_space.w;
  291. const Vector2f pos_viewport = 0.5f * window_size * (pos_ndc + Vector2f(1));
  292. corners[i] = pos_viewport;
  293. any_vertex_depth_clipped |= !(-pos_clip_space.w <= pos_clip_space.z && pos_clip_space.z <= pos_clip_space.w);
  294. }
  295. // 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
  296. // clip the underlying triangles against the clip planes. We could in principle do the same, but the added complexity does not seem worthwhile for
  297. // our use cases.
  298. if (any_vertex_depth_clipped)
  299. return false;
  300. // Find the rectangle covering the projected corners.
  301. out_rectangle = Rectanglef::FromPosition(corners[0]);
  302. for (int i = 1; i < num_corners; i++)
  303. out_rectangle.Join(corners[i]);
  304. return true;
  305. }
  306. void ElementUtilities::FormatElement(Element* element, Vector2f containing_block)
  307. {
  308. LayoutEngine::FormatElement(element, containing_block);
  309. }
  310. void ElementUtilities::BuildBox(Box& box, Vector2f containing_block, Element* element, bool inline_element)
  311. {
  312. LayoutDetails::BuildBox(box, containing_block, element, inline_element ? BuildBoxMode::Inline : BuildBoxMode::Block);
  313. }
  314. bool ElementUtilities::PositionElement(Element* element, Vector2f offset, PositionAnchor anchor)
  315. {
  316. Element* parent = element->GetParentNode();
  317. if (parent == nullptr)
  318. return false;
  319. SetBox(element);
  320. Vector2f containing_block = element->GetParentNode()->GetBox().GetSize(BoxArea::Content);
  321. Vector2f element_block = element->GetBox().GetSize(BoxArea::Margin);
  322. Vector2f resolved_offset = offset;
  323. if (anchor & RIGHT)
  324. resolved_offset.x = containing_block.x - (element_block.x + offset.x);
  325. if (anchor & BOTTOM)
  326. resolved_offset.y = containing_block.y - (element_block.y + offset.y);
  327. SetElementOffset(element, resolved_offset);
  328. return true;
  329. }
  330. bool ElementUtilities::ApplyTransform(Element& element)
  331. {
  332. Context* context = element.GetContext();
  333. if (!context)
  334. return false;
  335. RenderManager& render_manager = context->GetRenderManager();
  336. const Matrix4f* new_transform = nullptr;
  337. if (const TransformState* state = element.GetTransformState())
  338. new_transform = state->GetTransform();
  339. render_manager.SetTransform(new_transform);
  340. return true;
  341. }
  342. static bool ApplyDataViewsControllersInternal(Element* element, const bool construct_structural_view, const String& structural_view_inner_rml)
  343. {
  344. RMLUI_ASSERT(element);
  345. bool result = false;
  346. // If we have an active data model, check the attributes for any data bindings
  347. if (DataModel* data_model = element->GetDataModel())
  348. {
  349. struct ViewControllerInitializer {
  350. String type;
  351. String modifier_or_inner_rml;
  352. String expression;
  353. DataViewPtr view;
  354. DataControllerPtr controller;
  355. explicit operator bool() const { return view || controller; }
  356. };
  357. // Since data views and controllers may modify the element's attributes during initialization, we
  358. // need to iterate over all the attributes _before_ initializing any views or controllers. We store
  359. // the information needed to initialize them in the following container.
  360. Vector<ViewControllerInitializer> initializer_list;
  361. for (auto& attribute : element->GetAttributes())
  362. {
  363. // Data views and controllers are declared by the following element attribute:
  364. // data-[type]-[modifier]="[expression]"
  365. constexpr size_t data_str_length = sizeof("data-") - 1;
  366. const String& name = attribute.first;
  367. if (name.size() > data_str_length && name[0] == 'd' && name[1] == 'a' && name[2] == 't' && name[3] == 'a' && name[4] == '-')
  368. {
  369. const size_t type_end = name.find('-', data_str_length);
  370. const size_t type_size = (type_end == String::npos ? String::npos : type_end - data_str_length);
  371. String type_name = name.substr(data_str_length, type_size);
  372. ViewControllerInitializer initializer;
  373. // Structural data views are applied in a separate step from the normal views and controllers.
  374. if (construct_structural_view)
  375. {
  376. if (DataViewPtr view = Factory::InstanceDataView(type_name, element, true))
  377. {
  378. initializer.modifier_or_inner_rml = structural_view_inner_rml;
  379. initializer.view = std::move(view);
  380. }
  381. }
  382. else
  383. {
  384. if (Factory::IsStructuralDataView(type_name))
  385. {
  386. // Structural data views should cancel all other non-structural data views and controllers. Exit now.
  387. // Eg. in elements with a 'data-for' attribute, the data views should be constructed on the generated
  388. // children elements and not on the current element generating the 'for' view.
  389. return false;
  390. }
  391. const size_t modifier_offset = data_str_length + type_name.size() + 1;
  392. if (modifier_offset < name.size())
  393. initializer.modifier_or_inner_rml = name.substr(modifier_offset);
  394. if (DataViewPtr view = Factory::InstanceDataView(type_name, element, false))
  395. initializer.view = std::move(view);
  396. if (DataControllerPtr controller = Factory::InstanceDataController(type_name, element))
  397. initializer.controller = std::move(controller);
  398. }
  399. if (initializer)
  400. {
  401. initializer.type = std::move(type_name);
  402. initializer.expression = attribute.second.Get<String>();
  403. initializer_list.push_back(std::move(initializer));
  404. }
  405. }
  406. }
  407. // Now, we can safely initialize the data views and controllers, even modifying the element's attributes when desired.
  408. for (ViewControllerInitializer& initializer : initializer_list)
  409. {
  410. DataViewPtr& view = initializer.view;
  411. DataControllerPtr& controller = initializer.controller;
  412. if (view)
  413. {
  414. if (view->Initialize(*data_model, element, initializer.expression, initializer.modifier_or_inner_rml))
  415. {
  416. data_model->AddView(std::move(view));
  417. result = true;
  418. }
  419. else
  420. Log::Message(Log::LT_WARNING, "Could not add data-%s view to element: %s", initializer.type.c_str(),
  421. element->GetAddress().c_str());
  422. }
  423. if (controller)
  424. {
  425. if (controller->Initialize(*data_model, element, initializer.expression, initializer.modifier_or_inner_rml))
  426. {
  427. data_model->AddController(std::move(controller));
  428. result = true;
  429. }
  430. else
  431. Log::Message(Log::LT_WARNING, "Could not add data-%s controller to element: %s", initializer.type.c_str(),
  432. element->GetAddress().c_str());
  433. }
  434. }
  435. }
  436. return result;
  437. }
  438. bool ElementUtilities::ApplyDataViewsControllers(Element* element)
  439. {
  440. return ApplyDataViewsControllersInternal(element, false, String());
  441. }
  442. bool ElementUtilities::ApplyStructuralDataViews(Element* element, const String& inner_rml)
  443. {
  444. return ApplyDataViewsControllersInternal(element, true, inner_rml);
  445. }
  446. } // namespace Rml