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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) 2019-2023 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 "../../Include/RmlUi/Core/ElementUtilities.h"
- #include "../../Include/RmlUi/Core/ComputedValues.h"
- #include "../../Include/RmlUi/Core/Context.h"
- #include "../../Include/RmlUi/Core/Core.h"
- #include "../../Include/RmlUi/Core/DecorationTypes.h"
- #include "../../Include/RmlUi/Core/Element.h"
- #include "../../Include/RmlUi/Core/ElementScroll.h"
- #include "../../Include/RmlUi/Core/Factory.h"
- #include "../../Include/RmlUi/Core/FontEngineInterface.h"
- #include "../../Include/RmlUi/Core/Math.h"
- #include "../../Include/RmlUi/Core/RenderManager.h"
- #include "../../Include/RmlUi/Core/TextShapingContext.h"
- #include "DataController.h"
- #include "DataModel.h"
- #include "DataView.h"
- #include "ElementBackgroundBorder.h"
- #include "Layout/LayoutDetails.h"
- #include "Layout/LayoutEngine.h"
- #include "TransformState.h"
- #include <limits>
- namespace Rml {
- Element* ElementUtilities::GetElementById(Element* root_element, const String& id)
- {
- // Breadth first search on elements for the corresponding id
- typedef Queue<Element*> SearchQueue;
- SearchQueue search_queue;
- search_queue.push(root_element);
- while (!search_queue.empty())
- {
- Element* element = search_queue.front();
- search_queue.pop();
- if (element->GetId() == id)
- {
- return element;
- }
- // Add all children to search
- for (int i = 0; i < element->GetNumChildren(); i++)
- search_queue.push(element->GetChild(i));
- }
- return nullptr;
- }
- void ElementUtilities::GetElementsByTagName(ElementList& elements, Element* root_element, const String& tag, const String& stop_tag)
- {
- // Breadth first search on elements for the corresponding id
- typedef Queue<Element*> SearchQueue;
- SearchQueue search_queue;
- for (int i = 0; i < root_element->GetNumChildren(); ++i)
- search_queue.push(root_element->GetChild(i));
- while (!search_queue.empty())
- {
- Element* element = search_queue.front();
- search_queue.pop();
- if (element->GetTagName() == tag)
- elements.push_back(element);
- if (stop_tag.empty() || element->GetTagName() != stop_tag)
- {
- // Add all children to search.
- for (int i = 0; i < element->GetNumChildren(); i++)
- search_queue.push(element->GetChild(i));
- }
- }
- }
- void ElementUtilities::GetElementsByClassName(ElementList& elements, Element* root_element, const String& class_name)
- {
- // Breadth first search on elements for the corresponding id
- typedef Queue<Element*> SearchQueue;
- SearchQueue search_queue;
- for (int i = 0; i < root_element->GetNumChildren(); ++i)
- search_queue.push(root_element->GetChild(i));
- while (!search_queue.empty())
- {
- Element* element = search_queue.front();
- search_queue.pop();
- if (element->IsClassSet(class_name))
- elements.push_back(element);
- // Add all children to search.
- for (int i = 0; i < element->GetNumChildren(); i++)
- search_queue.push(element->GetChild(i));
- }
- }
- float ElementUtilities::GetDensityIndependentPixelRatio(Element* element)
- {
- Context* context = element->GetContext();
- if (context == nullptr)
- return 1.0f;
- return context->GetDensityIndependentPixelRatio();
- }
- int ElementUtilities::GetStringWidth(Element* element, StringView string, Character prior_character)
- {
- const auto& computed = element->GetComputedValues();
- const TextShapingContext text_shaping_context{computed.language(), computed.direction(), computed.font_kerning(), computed.letter_spacing()};
- FontFaceHandle font_face_handle = element->GetFontFaceHandle();
- if (font_face_handle == 0)
- return 0;
- return GetFontEngineInterface()->GetStringWidth(font_face_handle, string, text_shaping_context, prior_character);
- }
- bool ElementUtilities::GetClippingRegion(Element* element, Rectanglei& out_clip_region, ClipMaskGeometryList* out_clip_mask_list,
- bool force_clip_self)
- {
- using Style::Clip;
- Clip target_element_clip = element->GetComputedValues().clip();
- if (target_element_clip == Clip::Type::None && !force_clip_self)
- return false;
- int num_ignored_clips = target_element_clip.GetNumber();
- // Search through the element's ancestors, finding all elements that clip their overflow and have overflow to clip.
- // For each that we find, we combine their clipping region with the existing clipping region, and so build up a
- // complete clipping region for the element.
- Element* clipping_element = (force_clip_self ? element : element->GetOffsetParent());
- Rectanglef clip_region = Rectanglef::MakeInvalid();
- while (clipping_element)
- {
- const bool force_clip_current_element = (force_clip_self && clipping_element == element);
- const ComputedValues& clip_computed = clipping_element->GetComputedValues();
- const bool clip_enabled = (clip_computed.overflow_x() != Style::Overflow::Visible || clip_computed.overflow_y() != Style::Overflow::Visible);
- const bool clip_always = (clip_computed.clip() == Clip::Type::Always);
- const bool clip_none = (clip_computed.clip() == Clip::Type::None);
- const int clip_number = clip_computed.clip().GetNumber();
- // Merge the existing clip region with the current clip region, unless we are ignoring clip regions.
- if (((clip_always || clip_enabled) && num_ignored_clips == 0) || force_clip_current_element)
- {
- const BoxArea clip_area = (force_clip_current_element ? BoxArea::Border : clipping_element->GetClipArea());
- const bool has_clipping_content =
- (clip_always || force_clip_current_element || clipping_element->GetClientWidth() < clipping_element->GetScrollWidth() - 0.5f ||
- clipping_element->GetClientHeight() < clipping_element->GetScrollHeight() - 0.5f);
- bool disable_scissor_clipping = false;
- if (out_clip_mask_list)
- {
- const TransformState* transform_state = clipping_element->GetTransformState();
- const Matrix4f* transform = (transform_state ? transform_state->GetTransform() : nullptr);
- const bool has_border_radius = (clip_computed.border_top_left_radius() > 0.f || clip_computed.border_top_right_radius() > 0.f ||
- clip_computed.border_bottom_right_radius() > 0.f || clip_computed.border_bottom_left_radius() > 0.f);
- // 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
- // region to be clipped. If the element has a transform we only use a clip mask when the content clips.
- if (has_border_radius || (transform && has_clipping_content))
- {
- Geometry* clip_geometry = clipping_element->GetElementBackgroundBorder()->GetClipGeometry(clipping_element, clip_area);
- const ClipMaskOperation clip_operation = (out_clip_mask_list->empty() ? ClipMaskOperation::Set : ClipMaskOperation::Intersect);
- const Vector2f absolute_offset = clipping_element->GetAbsoluteOffset(BoxArea::Border).Round();
- out_clip_mask_list->push_back(ClipMaskGeometry{clip_operation, clip_geometry, absolute_offset, transform});
- }
- // 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.
- // culling text render calls. However, when we have a transform, the element cannot be added to the scissor region since its geometry
- // may be projected entirely elsewhere.
- if (transform)
- disable_scissor_clipping = true;
- }
- if (has_clipping_content && !disable_scissor_clipping)
- {
- // Shrink the scissor region to the element's client area.
- Vector2f element_offset = clipping_element->GetAbsoluteOffset(clip_area).Round();
- Vector2f element_size = clipping_element->GetRenderBox(clip_area).GetFillSize();
- Rectanglef element_region = Rectanglef::FromPositionSize(element_offset, element_size);
- clip_region = element_region.IntersectIfValid(clip_region);
- }
- }
- // If this region is meant to clip and we're skipping regions, update the counter.
- if (num_ignored_clips > 0 && clip_enabled)
- num_ignored_clips--;
- // Inherit how many clip regions this ancestor ignores.
- num_ignored_clips = Math::Max(num_ignored_clips, clip_number);
- // If this region ignores all clipping regions, then we do too.
- if (clip_none)
- break;
- // Climb the tree to this region's parent.
- clipping_element = clipping_element->GetOffsetParent();
- }
- if (clip_region.Valid())
- {
- Math::SnapToPixelGrid(clip_region);
- out_clip_region = Rectanglei(clip_region);
- }
- return clip_region.Valid();
- }
- bool ElementUtilities::SetClippingRegion(Element* element, bool force_clip_self)
- {
- Context* context = element->GetContext();
- if (!context)
- return false;
- RenderManager& render_manager = context->GetRenderManager();
- Rectanglei clip_region;
- ClipMaskGeometryList clip_mask_list;
- const bool scissoring_enabled = GetClippingRegion(element, clip_region, &clip_mask_list, force_clip_self);
- if (scissoring_enabled)
- render_manager.SetScissorRegion(clip_region);
- else
- render_manager.DisableScissorRegion();
- render_manager.SetClipMask(std::move(clip_mask_list));
- return true;
- }
- bool ElementUtilities::GetBoundingBox(Rectanglef& out_rectangle, Element* element, BoxArea box_area)
- {
- RMLUI_ASSERT(element);
- Vector2f shadow_extent_top_left, shadow_extent_bottom_right;
- if (box_area == BoxArea::Auto)
- {
- // 'Auto' acts like border box extended to encompass any ink overflow, including the element's box-shadow.
- // Note: Does not currently include ink overflow due to filters, as that is handled manually in ElementEffects.
- box_area = BoxArea::Border;
- if (const Property* p_box_shadow = element->GetLocalProperty(PropertyId::BoxShadow))
- {
- RMLUI_ASSERT(p_box_shadow->value.GetType() == Variant::BOXSHADOWLIST);
- const BoxShadowList& shadow_list = p_box_shadow->value.GetReference<BoxShadowList>();
- for (const BoxShadow& shadow : shadow_list)
- {
- if (!shadow.inset)
- {
- const float extent = 1.5f * element->ResolveLength(shadow.blur_radius) + element->ResolveLength(shadow.spread_distance);
- const Vector2f offset = {element->ResolveLength(shadow.offset_x), element->ResolveLength(shadow.offset_y)};
- shadow_extent_top_left = Math::Max(shadow_extent_top_left, -offset + Vector2f(extent));
- shadow_extent_bottom_right = Math::Max(shadow_extent_bottom_right, offset + Vector2f(extent));
- }
- }
- }
- }
- // Element bounds in non-transformed space.
- Rectanglef bounds = Rectanglef::FromPositionSize(element->GetAbsoluteOffset(box_area), element->GetBox().GetSize(box_area));
- bounds = bounds.Extend(shadow_extent_top_left, shadow_extent_bottom_right);
- const TransformState* transform_state = element->GetTransformState();
- const Matrix4f* transform = (transform_state ? transform_state->GetTransform() : nullptr);
- // Early exit in the common case of no transform.
- if (!transform)
- {
- out_rectangle = bounds;
- return true;
- }
- Context* context = element->GetContext();
- if (!context)
- return false;
- constexpr int num_corners = 4;
- Vector2f corners[num_corners] = {
- bounds.TopLeft(),
- bounds.TopRight(),
- bounds.BottomRight(),
- bounds.BottomLeft(),
- };
- // Transform and project corners to window coordinates.
- constexpr float z_clip = 10'000.f;
- const Vector2f window_size = Vector2f(context->GetDimensions());
- const Matrix4f project = Matrix4f::ProjectOrtho(0.f, window_size.x, 0.f, window_size.y, -z_clip, z_clip);
- const Matrix4f project_transform = project * (*transform);
- bool any_vertex_depth_clipped = false;
- for (int i = 0; i < num_corners; i++)
- {
- const Vector4f pos_clip_space = project_transform * Vector4f(corners[i].x, corners[i].y, 0, 1);
- const Vector2f pos_ndc = Vector2f(pos_clip_space.x, pos_clip_space.y) / pos_clip_space.w;
- const Vector2f pos_viewport = 0.5f * window_size * (pos_ndc + Vector2f(1));
- corners[i] = pos_viewport;
- any_vertex_depth_clipped |= !(-pos_clip_space.w <= pos_clip_space.z && pos_clip_space.z <= pos_clip_space.w);
- }
- // 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
- // clip the underlying triangles against the clip planes. We could in principle do the same, but the added complexity does not seem worthwhile for
- // our use cases.
- if (any_vertex_depth_clipped)
- return false;
- // Find the rectangle covering the projected corners.
- out_rectangle = Rectanglef::FromPosition(corners[0]);
- for (int i = 1; i < num_corners; i++)
- out_rectangle = out_rectangle.Join(corners[i]);
- return true;
- }
- void ElementUtilities::FormatElement(Element* element, Vector2f containing_block)
- {
- LayoutEngine::FormatElement(element, containing_block);
- }
- void ElementUtilities::BuildBox(Box& box, Vector2f containing_block, Element* element, bool inline_element)
- {
- LayoutDetails::BuildBox(box, containing_block, element, inline_element ? BuildBoxMode::Inline : BuildBoxMode::Block);
- }
- bool ElementUtilities::PositionElement(Element* element, Vector2f offset, PositionAnchor anchor)
- {
- Element* parent = element->GetParentNode();
- if (!parent)
- return false;
- const Box& parent_box = parent->GetBox();
- Vector2f containing_block = parent_box.GetSize();
- containing_block.x -= parent->GetElementScroll()->GetScrollbarSize(ElementScroll::VERTICAL);
- containing_block.y -= parent->GetElementScroll()->GetScrollbarSize(ElementScroll::HORIZONTAL);
- Box box;
- LayoutDetails::BuildBox(box, containing_block, element);
- if (box.GetSize().y < 0.f)
- box.SetContent(Vector2f(box.GetSize().x, containing_block.y));
- element->SetBox(box);
- Vector2f element_block = box.GetSize(BoxArea::Margin);
- Vector2f resolved_offset = offset;
- if (anchor & RIGHT)
- resolved_offset.x = containing_block.x - (element_block.x + offset.x);
- if (anchor & BOTTOM)
- resolved_offset.y = containing_block.y - (element_block.y + offset.y);
- // Position element relative to its parent.
- Vector2f relative_offset = parent_box.GetPosition(BoxArea::Content);
- relative_offset += resolved_offset;
- relative_offset.x += box.GetEdge(BoxArea::Margin, BoxEdge::Left);
- relative_offset.y += box.GetEdge(BoxArea::Margin, BoxEdge::Top);
- element->SetOffset(relative_offset, parent);
- return true;
- }
- bool ElementUtilities::ApplyTransform(Element& element)
- {
- Context* context = element.GetContext();
- if (!context)
- return false;
- RenderManager& render_manager = context->GetRenderManager();
- const Matrix4f* new_transform = nullptr;
- if (const TransformState* state = element.GetTransformState())
- new_transform = state->GetTransform();
- render_manager.SetTransform(new_transform);
- return true;
- }
- bool ElementUtilities::ApplyDataViewsControllers(Element* element)
- {
- RMLUI_ASSERT(element);
- // If we have an active data model, check the attributes for any data bindings
- DataModel* data_model = element->GetDataModel();
- if (!data_model)
- return false;
- struct ViewControllerInitializer {
- String type;
- String modifier;
- String expression;
- DataViewPtr view;
- DataControllerPtr controller;
- explicit operator bool() const { return view || controller; }
- };
- // Since data views and controllers may modify the element's attributes during initialization, we
- // need to iterate over all the attributes _before_ initializing any views or controllers. We store
- // the information needed to initialize them in the following container.
- Vector<ViewControllerInitializer> initializer_list;
- for (auto& attribute : element->GetAttributes())
- {
- // Data views and controllers are declared by the following element attribute:
- // data-[type]-[modifier]="[expression]"
- constexpr size_t data_str_length = sizeof("data-") - 1;
- const String& name = attribute.first;
- if (name.size() > data_str_length && name[0] == 'd' && name[1] == 'a' && name[2] == 't' && name[3] == 'a' && name[4] == '-')
- {
- const size_t type_end = name.find('-', data_str_length);
- const size_t type_size = (type_end == String::npos ? String::npos : type_end - data_str_length);
- const String type_name = name.substr(data_str_length, type_size);
- ViewControllerInitializer initializer;
- const size_t modifier_offset = data_str_length + type_name.size() + 1;
- if (modifier_offset < name.size())
- initializer.modifier = name.substr(modifier_offset);
- if (DataViewPtr view = Factory::InstanceDataView(type_name, element))
- initializer.view = std::move(view);
- if (DataControllerPtr controller = Factory::InstanceDataController(type_name, element))
- initializer.controller = std::move(controller);
- if (initializer)
- {
- initializer.type = type_name;
- initializer.expression = attribute.second.Get<String>();
- if (Factory::IsStructuralDataView(type_name))
- {
- // Structural data views should cancel all other non-structural data views and controllers.
- // Clear all other views, and only initialize this one.
- // E.g. in elements with a 'data-for' attribute, the data views should be constructed on the
- // generated children elements and not on the current element generating the 'for' view.
- initializer_list.clear();
- initializer_list.push_back(std::move(initializer));
- break;
- }
- else
- {
- initializer_list.push_back(std::move(initializer));
- }
- }
- }
- }
- bool result = false;
- // Now, we can safely initialize the data views and controllers, even modifying the element's attributes when desired.
- for (ViewControllerInitializer& initializer : initializer_list)
- {
- DataViewPtr& view = initializer.view;
- DataControllerPtr& controller = initializer.controller;
- if (view)
- {
- if (view->Initialize(*data_model, element, initializer.expression, initializer.modifier))
- {
- data_model->AddView(std::move(view));
- result = true;
- }
- else
- Log::Message(Log::LT_WARNING, "Could not add data-%s view to element: %s", initializer.type.c_str(), element->GetAddress().c_str());
- }
- if (controller)
- {
- if (controller->Initialize(*data_model, element, initializer.expression, initializer.modifier))
- {
- data_model->AddController(std::move(controller));
- result = true;
- }
- else
- Log::Message(Log::LT_WARNING, "Could not add data-%s controller to element: %s", initializer.type.c_str(),
- element->GetAddress().c_str());
- }
- }
- return result;
- }
- } // namespace Rml
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