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