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