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- /*
- * 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 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 "LayoutBlockBoxSpace.h"
- #include "../../Include/RmlUi/Core/ComputedValues.h"
- #include "../../Include/RmlUi/Core/Element.h"
- #include "../../Include/RmlUi/Core/ElementScroll.h"
- #include "LayoutBlockBox.h"
- #include "LayoutEngine.h"
- #include <float.h>
- namespace Rml {
- LayoutBlockBoxSpace::LayoutBlockBoxSpace(LayoutBlockBox* _parent) : offset(0, 0), dimensions(0, 0)
- {
- parent = _parent;
- }
- LayoutBlockBoxSpace::~LayoutBlockBoxSpace()
- {
- }
- // Imports boxes from another block into this space.
- void LayoutBlockBoxSpace::ImportSpace(const LayoutBlockBoxSpace& space)
- {
- // Copy all the boxes from the parent into this space. Could do some optimisation here!
- for (int i = 0; i < NUM_ANCHOR_EDGES; ++i)
- {
- for (size_t j = 0; j < space.boxes[i].size(); ++j)
- boxes[i].push_back(space.boxes[i][j]);
- }
- }
- // Generates the position for a box of a given size within a containing block box.
- void LayoutBlockBoxSpace::PositionBox(Vector2f& box_position, float& box_width, float cursor, const Vector2f dimensions) const
- {
- box_width = PositionBox(box_position, cursor, dimensions);
- }
- // Generates and sets the position for a floating box of a given size within our block box.
- float LayoutBlockBoxSpace::PositionBox(float cursor, Element* element)
- {
- Vector2f element_size = element->GetBox().GetSize(Box::MARGIN);
- Style::Float float_property = element->GetComputedValues().float_();
- // 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 = ClearBoxes(cursor, element->GetComputedValues().clear());
- // Find a place to put this box.
- Vector2f element_offset;
- PositionBox(element_offset, cursor, element_size, float_property);
- // It's been placed, so we can now add it to our list of floating boxes.
- boxes[float_property == Style::Float::Left ? LEFT : RIGHT].push_back(SpaceBox(element_offset, element_size));
- // Set our offset and dimensions (if necessary) so they enclose the new box.
- Vector2f normalised_offset = element_offset - (parent->GetPosition() + parent->GetBox().GetPosition());
- offset.x = Math::Min(offset.x, normalised_offset.x);
- offset.y = Math::Min(offset.y, normalised_offset.y);
- dimensions.x = Math::Max(dimensions.x, normalised_offset.x + element_size.x);
- dimensions.y = Math::Max(dimensions.y, normalised_offset.y + element_size.y);
- // Shift the offset into the correct space relative to the element's offset parent.
- element_offset += Vector2f(element->GetBox().GetEdge(Box::MARGIN, Box::LEFT), element->GetBox().GetEdge(Box::MARGIN, Box::TOP));
- element->SetOffset(element_offset - parent->GetOffsetParent()->GetPosition(), parent->GetOffsetParent()->GetElement());
- return element_offset.y + element_size.y;
- }
- // Determines the appropriate vertical position for an object that is choosing to clear floating elements to the left
- // or right (or both).
- float LayoutBlockBoxSpace::ClearBoxes(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;
- }
- // Generates the position for an arbitrary box within our space layout, floated against either the left or right edge.
- float LayoutBlockBoxSpace::PositionBox(Vector2f& box_position, float cursor, const Vector2f dimensions, Style::Float float_property) const
- {
- float parent_scrollbar_width = parent->GetElement()->GetElementScroll()->GetScrollbarSize(ElementScroll::VERTICAL);
- float parent_origin = parent->GetPosition().x + parent->GetBox().GetPosition(Box::CONTENT).x;
- float parent_edge = parent->GetBox().GetSize().x + parent_origin - parent_scrollbar_width;
- AnchorEdge box_edge = float_property == Style::Float::Right ? RIGHT : LEFT;
- box_position.y = cursor;
- box_position.x = parent_origin;
- if (box_edge == RIGHT)
- box_position.x += parent->GetBox().GetSize().x - dimensions.x - parent_scrollbar_width;
- 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 (size_t i = 0; i < boxes[box_edge].size(); ++i)
- {
- const SpaceBox& fixed_box = boxes[box_edge][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'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)
- {
- 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.
- float normalised_position = box_position.x - parent_origin;
- if (normalised_position < 0 ||
- normalised_position + dimensions.x > parent->GetBox().GetSize().x)
- return PositionBox(box_position, next_cursor + 0.01f, dimensions, 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.
- float maximum_box_width = box_edge == LEFT ? parent_edge - box_position.x : box_position.x + dimensions.x;
- for (size_t i = 0; i < boxes[1 - box_edge].size(); ++i)
- {
- const SpaceBox& fixed_box = boxes[1 - box_edge][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 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)
- {
- next_cursor = Math::Min(next_cursor, fixed_box.offset.y + fixed_box.dimensions.y);
- return PositionBox(box_position, next_cursor + 0.01f, dimensions, float_property);
- }
- }
- // Third; we go through all of the boxes (on both sides), checking for vertical collisions.
- for (int i = 0; i < 2; ++i)
- {
- for (size_t j = 0; j < boxes[i].size(); ++j)
- {
- const SpaceBox& fixed_box = boxes[i][j];
- // 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 PositionBox(box_position, next_cursor + 0.01f, dimensions, float_property);
- }
- }
- // Looks like we've found a winner!
- return maximum_box_width;
- }
- // Returns the top-left offset of the boxes within the space.
- Vector2f LayoutBlockBoxSpace::GetOffset() const
- {
- return offset;
- }
- // Returns the dimensions of the boxes within the space.
- Vector2f LayoutBlockBoxSpace::GetDimensions() const
- {
- return dimensions - offset;
- }
- void* LayoutBlockBoxSpace::operator new(size_t size)
- {
- return LayoutEngine::AllocateLayoutChunk(size);
- }
- void LayoutBlockBoxSpace::operator delete(void* chunk, size_t size)
- {
- LayoutEngine::DeallocateLayoutChunk(chunk, size);
- }
- LayoutBlockBoxSpace::SpaceBox::SpaceBox() : offset(0, 0), dimensions(0, 0)
- {
- }
- LayoutBlockBoxSpace::SpaceBox::SpaceBox(const Vector2f offset, const Vector2f dimensions) : offset(offset), dimensions(dimensions)
- {
- }
- } // namespace Rml
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