ElementUtilities.cpp 19 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 "../../Include/RmlUi/Core/TextShapingContext.h"
  40. #include "DataController.h"
  41. #include "DataModel.h"
  42. #include "DataView.h"
  43. #include "ElementBackgroundBorder.h"
  44. #include "Layout/LayoutDetails.h"
  45. #include "Layout/LayoutEngine.h"
  46. #include "TransformState.h"
  47. #include <limits>
  48. namespace Rml {
  49. Element* ElementUtilities::GetElementById(Element* root_element, const String& id)
  50. {
  51. // Breadth first search on elements for the corresponding id
  52. typedef Queue<Element*> SearchQueue;
  53. SearchQueue search_queue;
  54. search_queue.push(root_element);
  55. while (!search_queue.empty())
  56. {
  57. Element* element = search_queue.front();
  58. search_queue.pop();
  59. if (element->GetId() == id)
  60. {
  61. return element;
  62. }
  63. // Add all children to search
  64. for (int i = 0; i < element->GetNumChildren(); i++)
  65. search_queue.push(element->GetChild(i));
  66. }
  67. return nullptr;
  68. }
  69. void ElementUtilities::GetElementsByTagName(ElementList& elements, Element* root_element, const String& tag)
  70. {
  71. // Breadth first search on elements for the corresponding id
  72. typedef Queue<Element*> SearchQueue;
  73. SearchQueue search_queue;
  74. for (int i = 0; i < root_element->GetNumChildren(); ++i)
  75. search_queue.push(root_element->GetChild(i));
  76. while (!search_queue.empty())
  77. {
  78. Element* element = search_queue.front();
  79. search_queue.pop();
  80. if (element->GetTagName() == tag)
  81. elements.push_back(element);
  82. // Add all children to search.
  83. for (int i = 0; i < element->GetNumChildren(); i++)
  84. search_queue.push(element->GetChild(i));
  85. }
  86. }
  87. void ElementUtilities::GetElementsByClassName(ElementList& elements, Element* root_element, const String& class_name)
  88. {
  89. // Breadth first search on elements for the corresponding id
  90. typedef Queue<Element*> SearchQueue;
  91. SearchQueue search_queue;
  92. for (int i = 0; i < root_element->GetNumChildren(); ++i)
  93. search_queue.push(root_element->GetChild(i));
  94. while (!search_queue.empty())
  95. {
  96. Element* element = search_queue.front();
  97. search_queue.pop();
  98. if (element->IsClassSet(class_name))
  99. elements.push_back(element);
  100. // Add all children to search.
  101. for (int i = 0; i < element->GetNumChildren(); i++)
  102. search_queue.push(element->GetChild(i));
  103. }
  104. }
  105. float ElementUtilities::GetDensityIndependentPixelRatio(Element* element)
  106. {
  107. Context* context = element->GetContext();
  108. if (context == nullptr)
  109. return 1.0f;
  110. return context->GetDensityIndependentPixelRatio();
  111. }
  112. int ElementUtilities::GetStringWidth(Element* element, StringView string, Character prior_character)
  113. {
  114. const auto& computed = element->GetComputedValues();
  115. const TextShapingContext text_shaping_context{computed.language(), computed.direction(), computed.letter_spacing()};
  116. FontFaceHandle font_face_handle = element->GetFontFaceHandle();
  117. if (font_face_handle == 0)
  118. return 0;
  119. return GetFontEngineInterface()->GetStringWidth(font_face_handle, string, text_shaping_context, prior_character);
  120. }
  121. bool ElementUtilities::GetClippingRegion(Element* element, Rectanglei& out_clip_region, ClipMaskGeometryList* out_clip_mask_list,
  122. bool force_clip_self)
  123. {
  124. using Style::Clip;
  125. Clip target_element_clip = element->GetComputedValues().clip();
  126. if (target_element_clip == Clip::Type::None && !force_clip_self)
  127. return false;
  128. int num_ignored_clips = target_element_clip.GetNumber();
  129. // Search through the element's ancestors, finding all elements that clip their overflow and have overflow to clip.
  130. // For each that we find, we combine their clipping region with the existing clipping region, and so build up a
  131. // complete clipping region for the element.
  132. Element* clipping_element = (force_clip_self ? element : element->GetOffsetParent());
  133. Rectanglef clip_region = Rectanglef::MakeInvalid();
  134. while (clipping_element)
  135. {
  136. const bool force_clip_current_element = (force_clip_self && clipping_element == element);
  137. const ComputedValues& clip_computed = clipping_element->GetComputedValues();
  138. const bool clip_enabled = (clip_computed.overflow_x() != Style::Overflow::Visible || clip_computed.overflow_y() != Style::Overflow::Visible);
  139. const bool clip_always = (clip_computed.clip() == Clip::Type::Always);
  140. const bool clip_none = (clip_computed.clip() == Clip::Type::None);
  141. const int clip_number = clip_computed.clip().GetNumber();
  142. // Merge the existing clip region with the current clip region, unless we are ignoring clip regions.
  143. if (((clip_always || clip_enabled) && num_ignored_clips == 0) || force_clip_current_element)
  144. {
  145. const BoxArea clip_area = (force_clip_current_element ? BoxArea::Border : clipping_element->GetClipArea());
  146. const bool has_clipping_content =
  147. (clip_always || force_clip_current_element || clipping_element->GetClientWidth() < clipping_element->GetScrollWidth() - 0.5f ||
  148. clipping_element->GetClientHeight() < clipping_element->GetScrollHeight() - 0.5f);
  149. bool disable_scissor_clipping = false;
  150. if (out_clip_mask_list)
  151. {
  152. const TransformState* transform_state = clipping_element->GetTransformState();
  153. const Matrix4f* transform = (transform_state ? transform_state->GetTransform() : nullptr);
  154. const bool has_border_radius = (clip_computed.border_top_left_radius() > 0.f || clip_computed.border_top_right_radius() > 0.f ||
  155. clip_computed.border_bottom_right_radius() > 0.f || clip_computed.border_bottom_left_radius() > 0.f);
  156. // 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
  157. // region to be clipped. If the element has a transform we only use a clip mask when the content clips.
  158. if (has_border_radius || (transform && has_clipping_content))
  159. {
  160. Geometry* clip_geometry = clipping_element->GetElementBackgroundBorder()->GetClipGeometry(clipping_element, clip_area);
  161. const ClipMaskOperation clip_operation = (out_clip_mask_list->empty() ? ClipMaskOperation::Set : ClipMaskOperation::Intersect);
  162. const Vector2f absolute_offset = clipping_element->GetAbsoluteOffset(BoxArea::Border).Round();
  163. out_clip_mask_list->push_back(ClipMaskGeometry{clip_operation, clip_geometry, absolute_offset, transform});
  164. }
  165. // 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.
  166. // culling text render calls. However, when we have a transform, the element cannot be added to the scissor region since its geometry
  167. // may be projected entirely elsewhere.
  168. if (transform)
  169. disable_scissor_clipping = true;
  170. }
  171. if (has_clipping_content && !disable_scissor_clipping)
  172. {
  173. // Shrink the scissor region to the element's client area.
  174. Vector2f element_offset = clipping_element->GetAbsoluteOffset(clip_area).Round();
  175. Vector2f element_size = clipping_element->GetRenderBox(clip_area).GetFillSize();
  176. Rectanglef element_region = Rectanglef::FromPositionSize(element_offset, element_size);
  177. clip_region = element_region.IntersectIfValid(clip_region);
  178. }
  179. }
  180. // If this region is meant to clip and we're skipping regions, update the counter.
  181. if (num_ignored_clips > 0 && clip_enabled)
  182. num_ignored_clips--;
  183. // Inherit how many clip regions this ancestor ignores.
  184. num_ignored_clips = Math::Max(num_ignored_clips, clip_number);
  185. // If this region ignores all clipping regions, then we do too.
  186. if (clip_none)
  187. break;
  188. // Climb the tree to this region's parent.
  189. clipping_element = clipping_element->GetOffsetParent();
  190. }
  191. if (clip_region.Valid())
  192. {
  193. Math::SnapToPixelGrid(clip_region);
  194. out_clip_region = Rectanglei(clip_region);
  195. }
  196. return clip_region.Valid();
  197. }
  198. bool ElementUtilities::SetClippingRegion(Element* element, bool force_clip_self)
  199. {
  200. Context* context = element->GetContext();
  201. if (!context)
  202. return false;
  203. RenderManager& render_manager = context->GetRenderManager();
  204. Rectanglei clip_region;
  205. ClipMaskGeometryList clip_mask_list;
  206. const bool scissoring_enabled = GetClippingRegion(element, clip_region, &clip_mask_list, force_clip_self);
  207. if (scissoring_enabled)
  208. render_manager.SetScissorRegion(clip_region);
  209. else
  210. render_manager.DisableScissorRegion();
  211. render_manager.SetClipMask(std::move(clip_mask_list));
  212. return true;
  213. }
  214. bool ElementUtilities::GetBoundingBox(Rectanglef& out_rectangle, Element* element, BoxArea box_area)
  215. {
  216. RMLUI_ASSERT(element);
  217. Vector2f shadow_extent_top_left, shadow_extent_bottom_right;
  218. if (box_area == BoxArea::Auto)
  219. {
  220. // 'Auto' acts like border box extended to encompass any ink overflow, including the element's box-shadow.
  221. // Note: Does not currently include ink overflow due to filters, as that is handled manually in ElementEffects.
  222. box_area = BoxArea::Border;
  223. if (const Property* p_box_shadow = element->GetLocalProperty(PropertyId::BoxShadow))
  224. {
  225. RMLUI_ASSERT(p_box_shadow->value.GetType() == Variant::BOXSHADOWLIST);
  226. const BoxShadowList& shadow_list = p_box_shadow->value.GetReference<BoxShadowList>();
  227. for (const BoxShadow& shadow : shadow_list)
  228. {
  229. if (!shadow.inset)
  230. {
  231. const float extent = 1.5f * element->ResolveLength(shadow.blur_radius) + element->ResolveLength(shadow.spread_distance);
  232. const Vector2f offset = {element->ResolveLength(shadow.offset_x), element->ResolveLength(shadow.offset_y)};
  233. shadow_extent_top_left = Math::Max(shadow_extent_top_left, -offset + Vector2f(extent));
  234. shadow_extent_bottom_right = Math::Max(shadow_extent_bottom_right, offset + Vector2f(extent));
  235. }
  236. }
  237. }
  238. }
  239. // Element bounds in non-transformed space.
  240. Rectanglef bounds = Rectanglef::FromPositionSize(element->GetAbsoluteOffset(box_area), element->GetBox().GetSize(box_area));
  241. bounds = bounds.Extend(shadow_extent_top_left, shadow_extent_bottom_right);
  242. const TransformState* transform_state = element->GetTransformState();
  243. const Matrix4f* transform = (transform_state ? transform_state->GetTransform() : nullptr);
  244. // Early exit in the common case of no transform.
  245. if (!transform)
  246. {
  247. out_rectangle = bounds;
  248. return true;
  249. }
  250. Context* context = element->GetContext();
  251. if (!context)
  252. return false;
  253. constexpr int num_corners = 4;
  254. Vector2f corners[num_corners] = {
  255. bounds.TopLeft(),
  256. bounds.TopRight(),
  257. bounds.BottomRight(),
  258. bounds.BottomLeft(),
  259. };
  260. // Transform and project corners to window coordinates.
  261. constexpr float z_clip = 10'000.f;
  262. const Vector2f window_size = Vector2f(context->GetDimensions());
  263. const Matrix4f project = Matrix4f::ProjectOrtho(0.f, window_size.x, 0.f, window_size.y, -z_clip, z_clip);
  264. const Matrix4f project_transform = project * (*transform);
  265. bool any_vertex_depth_clipped = false;
  266. for (int i = 0; i < num_corners; i++)
  267. {
  268. const Vector4f pos_clip_space = project_transform * Vector4f(corners[i].x, corners[i].y, 0, 1);
  269. const Vector2f pos_ndc = Vector2f(pos_clip_space.x, pos_clip_space.y) / pos_clip_space.w;
  270. const Vector2f pos_viewport = 0.5f * window_size * (pos_ndc + Vector2f(1));
  271. corners[i] = pos_viewport;
  272. any_vertex_depth_clipped |= !(-pos_clip_space.w <= pos_clip_space.z && pos_clip_space.z <= pos_clip_space.w);
  273. }
  274. // 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
  275. // clip the underlying triangles against the clip planes. We could in principle do the same, but the added complexity does not seem worthwhile for
  276. // our use cases.
  277. if (any_vertex_depth_clipped)
  278. return false;
  279. // Find the rectangle covering the projected corners.
  280. out_rectangle = Rectanglef::FromPosition(corners[0]);
  281. for (int i = 1; i < num_corners; i++)
  282. out_rectangle = out_rectangle.Join(corners[i]);
  283. return true;
  284. }
  285. void ElementUtilities::FormatElement(Element* element, Vector2f containing_block)
  286. {
  287. LayoutEngine::FormatElement(element, containing_block);
  288. }
  289. void ElementUtilities::BuildBox(Box& box, Vector2f containing_block, Element* element, bool inline_element)
  290. {
  291. LayoutDetails::BuildBox(box, containing_block, element, inline_element ? BuildBoxMode::Inline : BuildBoxMode::Block);
  292. }
  293. bool ElementUtilities::PositionElement(Element* element, Vector2f offset, PositionAnchor anchor)
  294. {
  295. Element* parent = element->GetParentNode();
  296. if (!parent)
  297. return false;
  298. const Box& parent_box = parent->GetBox();
  299. Vector2f containing_block = parent_box.GetSize();
  300. containing_block.x -= parent->GetElementScroll()->GetScrollbarSize(ElementScroll::VERTICAL);
  301. containing_block.y -= parent->GetElementScroll()->GetScrollbarSize(ElementScroll::HORIZONTAL);
  302. Box box;
  303. LayoutDetails::BuildBox(box, containing_block, element);
  304. if (box.GetSize().y < 0.f)
  305. box.SetContent(Vector2f(box.GetSize().x, containing_block.y));
  306. element->SetBox(box);
  307. Vector2f element_block = box.GetSize(BoxArea::Margin);
  308. Vector2f resolved_offset = offset;
  309. if (anchor & RIGHT)
  310. resolved_offset.x = containing_block.x - (element_block.x + offset.x);
  311. if (anchor & BOTTOM)
  312. resolved_offset.y = containing_block.y - (element_block.y + offset.y);
  313. // Position element relative to its parent.
  314. Vector2f relative_offset = parent_box.GetPosition(BoxArea::Content);
  315. relative_offset += resolved_offset;
  316. relative_offset.x += box.GetEdge(BoxArea::Margin, BoxEdge::Left);
  317. relative_offset.y += box.GetEdge(BoxArea::Margin, BoxEdge::Top);
  318. element->SetOffset(relative_offset, parent);
  319. return true;
  320. }
  321. bool ElementUtilities::ApplyTransform(Element& element)
  322. {
  323. Context* context = element.GetContext();
  324. if (!context)
  325. return false;
  326. RenderManager& render_manager = context->GetRenderManager();
  327. const Matrix4f* new_transform = nullptr;
  328. if (const TransformState* state = element.GetTransformState())
  329. new_transform = state->GetTransform();
  330. render_manager.SetTransform(new_transform);
  331. return true;
  332. }
  333. static bool ApplyDataViewsControllersInternal(Element* element, const bool construct_structural_view, const String& structural_view_inner_rml)
  334. {
  335. RMLUI_ASSERT(element);
  336. bool result = false;
  337. // If we have an active data model, check the attributes for any data bindings
  338. if (DataModel* data_model = element->GetDataModel())
  339. {
  340. struct ViewControllerInitializer {
  341. String type;
  342. String modifier_or_inner_rml;
  343. String expression;
  344. DataViewPtr view;
  345. DataControllerPtr controller;
  346. explicit operator bool() const { return view || controller; }
  347. };
  348. // Since data views and controllers may modify the element's attributes during initialization, we
  349. // need to iterate over all the attributes _before_ initializing any views or controllers. We store
  350. // the information needed to initialize them in the following container.
  351. Vector<ViewControllerInitializer> initializer_list;
  352. for (auto& attribute : element->GetAttributes())
  353. {
  354. // Data views and controllers are declared by the following element attribute:
  355. // data-[type]-[modifier]="[expression]"
  356. constexpr size_t data_str_length = sizeof("data-") - 1;
  357. const String& name = attribute.first;
  358. if (name.size() > data_str_length && name[0] == 'd' && name[1] == 'a' && name[2] == 't' && name[3] == 'a' && name[4] == '-')
  359. {
  360. const size_t type_end = name.find('-', data_str_length);
  361. const size_t type_size = (type_end == String::npos ? String::npos : type_end - data_str_length);
  362. String type_name = name.substr(data_str_length, type_size);
  363. ViewControllerInitializer initializer;
  364. // Structural data views are applied in a separate step from the normal views and controllers.
  365. if (construct_structural_view)
  366. {
  367. if (DataViewPtr view = Factory::InstanceDataView(type_name, element, true))
  368. {
  369. initializer.modifier_or_inner_rml = structural_view_inner_rml;
  370. initializer.view = std::move(view);
  371. }
  372. }
  373. else
  374. {
  375. if (Factory::IsStructuralDataView(type_name))
  376. {
  377. // Structural data views should cancel all other non-structural data views and controllers. Exit now.
  378. // Eg. in elements with a 'data-for' attribute, the data views should be constructed on the generated
  379. // children elements and not on the current element generating the 'for' view.
  380. return false;
  381. }
  382. const size_t modifier_offset = data_str_length + type_name.size() + 1;
  383. if (modifier_offset < name.size())
  384. initializer.modifier_or_inner_rml = name.substr(modifier_offset);
  385. if (DataViewPtr view = Factory::InstanceDataView(type_name, element, false))
  386. initializer.view = std::move(view);
  387. if (DataControllerPtr controller = Factory::InstanceDataController(type_name, element))
  388. initializer.controller = std::move(controller);
  389. }
  390. if (initializer)
  391. {
  392. initializer.type = std::move(type_name);
  393. initializer.expression = attribute.second.Get<String>();
  394. initializer_list.push_back(std::move(initializer));
  395. }
  396. }
  397. }
  398. // Now, we can safely initialize the data views and controllers, even modifying the element's attributes when desired.
  399. for (ViewControllerInitializer& initializer : initializer_list)
  400. {
  401. DataViewPtr& view = initializer.view;
  402. DataControllerPtr& controller = initializer.controller;
  403. if (view)
  404. {
  405. if (view->Initialize(*data_model, element, initializer.expression, initializer.modifier_or_inner_rml))
  406. {
  407. data_model->AddView(std::move(view));
  408. result = true;
  409. }
  410. else
  411. Log::Message(Log::LT_WARNING, "Could not add data-%s view to element: %s", initializer.type.c_str(),
  412. element->GetAddress().c_str());
  413. }
  414. if (controller)
  415. {
  416. if (controller->Initialize(*data_model, element, initializer.expression, initializer.modifier_or_inner_rml))
  417. {
  418. data_model->AddController(std::move(controller));
  419. result = true;
  420. }
  421. else
  422. Log::Message(Log::LT_WARNING, "Could not add data-%s controller to element: %s", initializer.type.c_str(),
  423. element->GetAddress().c_str());
  424. }
  425. }
  426. }
  427. return result;
  428. }
  429. bool ElementUtilities::ApplyDataViewsControllers(Element* element)
  430. {
  431. return ApplyDataViewsControllersInternal(element, false, String());
  432. }
  433. bool ElementUtilities::ApplyStructuralDataViews(Element* element, const String& inner_rml)
  434. {
  435. return ApplyDataViewsControllersInternal(element, true, inner_rml);
  436. }
  437. } // namespace Rml