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azul_layout/managers/
scroll_state.rs

1//! Pure scroll state management — the single source of truth for scroll offsets.
2//!
3//! # Architecture
4//!
5//! `ScrollManager` is the exclusive owner of all scroll state. Other modules
6//! interact with scrolling only through its public API:
7//!
8//! - **Platform shell** (macos/events.rs, etc.): Calls `record_scroll_from_hit_test()`
9//!   to queue trackpad/mouse wheel input for the physics timer.
10//! - **Scroll physics timer** (`scroll_timer.rs)`: Consumes inputs via `ScrollInputQueue`,
11//!   applies physics, and pushes `CallbackChange::ScrollTo` for each updated node.
12//! - **Event processing** (`event_v2.rs)`: Processes `ScrollTo` changes, sets scroll
13//!   positions, and checks `VirtualView` re-invocation transparently.
14//! - **Gesture manager** (gesture.rs): Tracks drag state and emits
15//!   `AutoScrollDirection` — does NOT modify scroll offsets directly.
16//! - **Render loop**: Calls `tick()` every frame to advance easing animations.
17//! - **`WebRender` sync** (`wr_translate2.rs)`: Reads offsets via
18//!   `get_scroll_states_for_dom()` to synchronize scroll frames.
19//! - **Layout** (cache.rs): Registers scroll nodes via
20//!   `register_or_update_scroll_node()` after layout completes.
21//!
22//! # Scroll Flow
23//!
24//! ```text
25//! Platform Event Handler
26//!   → record_scroll_from_hit_test() → ScrollInputQueue
27//!   → starts SCROLL_MOMENTUM_TIMER_ID if not running
28//!
29//! Timer fires (every ~16ms):
30//!   → queue.take_all() → physics integration
31//!   → push_change(CallbackChange::ScrollTo)
32//!
33//! ScrollTo processing (event_v2.rs):
34//!   → scroll_manager.set_scroll_position()
35//!   → virtual_view_manager.check_reinvoke() (transparent VirtualView support)
36//!   → repaint
37//! ```
38//!
39//! This module provides:
40//! - Smooth scroll animations with easing
41//! - Event source classification for scroll events
42//! - Scrollbar geometry and hit-testing
43//! - Virtual scroll bounds for `VirtualView` nodes
44
45use alloc::collections::BTreeMap;
46#[cfg(feature = "std")]
47use alloc::vec::Vec;
48
49use azul_core::{
50    dom::{DomId, NodeId, ScrollbarOrientation},
51    events::EasingFunction,
52    geom::{LogicalPosition, LogicalRect, LogicalSize},
53    hit_test::ScrollPosition,
54    styled_dom::NodeHierarchyItemId,
55    task::{Duration, Instant},
56};
57
58#[cfg(feature = "std")]
59use std::sync::{Arc, Mutex};
60
61use crate::managers::hover::InputPointId;
62use crate::solver3::scrollbar::compute_scrollbar_geometry_with_button_size;
63
64/// Minimum change in scroll offset (in logical pixels) to consider the position
65/// "actually moved" and mark the scroll state dirty.
66const SCROLL_CHANGE_EPSILON: f32 = 0.01;
67
68// ============================================================================
69// Scroll Input Types (for timer-based physics architecture)
70// ============================================================================
71
72/// Classifies the source of a scroll input event.
73///
74/// This determines how the scroll physics timer processes the input:
75/// - `TrackpadContinuous`: The OS already applies momentum — set position directly
76/// - `WheelDiscrete`: Mouse wheel clicks — apply as impulse with momentum decay
77/// - `Programmatic`: API-driven scroll — apply with optional easing animation
78#[derive(Debug, Clone, Copy, PartialEq, Eq)]
79pub enum ScrollInputSource {
80    /// Continuous trackpad gesture (macOS precise scrolling).
81    /// Position is set directly — the OS handles momentum/physics.
82    TrackpadContinuous,
83    /// Trackpad gesture ended (fingers lifted off trackpad).
84    /// Triggers spring-back if the scroll position is past the bounds
85    /// (rubber-banding overshoot). The OS sends this when
86    /// `NSEventPhaseEnded` or momentumPhaseEnded is detected.
87    TrackpadEnd,
88    /// Discrete mouse wheel steps (Windows/Linux mouse wheel).
89    /// Applied as velocity impulse with momentum decay.
90    WheelDiscrete,
91    /// Programmatic scroll (scrollTo API, keyboard Page Up/Down).
92    /// Applied with optional easing animation.
93    Programmatic,
94}
95
96/// A single scroll input event to be processed by the physics timer.
97///
98/// Scroll inputs are recorded by the platform event handler and consumed
99/// by the scroll physics timer callback. This decouples input recording
100/// from physics simulation.
101#[derive(Debug, Clone)]
102pub struct ScrollInput {
103    /// DOM containing the scrollable node
104    pub dom_id: DomId,
105    /// Target scroll node
106    pub node_id: NodeId,
107    /// Scroll delta (positive = scroll down/right)
108    pub delta: LogicalPosition,
109    /// When this input was recorded
110    pub timestamp: Instant,
111    /// How this input should be processed
112    pub source: ScrollInputSource,
113}
114
115/// Thread-safe queue for scroll inputs, shared between event handlers and timer callbacks.
116///
117/// Event handlers push inputs, the physics timer pops them. Protected by a Mutex
118/// so that the timer callback (which only has `&CallbackInfo` / `*const LayoutWindow`)
119/// can still consume pending inputs without needing `&mut`.
120#[cfg(feature = "std")]
121#[derive(Debug, Clone, Default)]
122pub struct ScrollInputQueue {
123    inner: Arc<Mutex<Vec<ScrollInput>>>,
124}
125
126#[cfg(feature = "std")]
127impl ScrollInputQueue {
128    #[must_use] pub fn new() -> Self {
129        Self {
130            inner: Arc::new(Mutex::new(Vec::new())),
131        }
132    }
133
134    /// Push a new scroll input (called from platform event handler)
135    pub fn push(&self, input: ScrollInput) {
136        if let Ok(mut queue) = self.inner.lock() {
137            queue.push(input);
138        }
139    }
140
141    /// Take all pending inputs (called from timer callback)
142    #[must_use] pub fn take_all(&self) -> Vec<ScrollInput> {
143        self.inner.lock().map_or_else(
144            |_| Vec::new(),
145            |mut queue| core::mem::take(&mut *queue),
146        )
147    }
148
149    /// Take at most `max_events` recent inputs, sorted by timestamp (newest last).
150    /// Any older events beyond `max_events` are discarded.
151    /// This prevents the physics timer from processing an unbounded backlog.
152    #[must_use] pub fn take_recent(&self, max_events: usize) -> Vec<ScrollInput> {
153        self.inner.lock().map_or_else(
154            |_| Vec::new(),
155            |mut queue| {
156                let mut events = core::mem::take(&mut *queue);
157                if events.len() > max_events {
158                    // Sort by timestamp ascending (oldest first), keep last N
159                    events.sort_by(|a, b| a.timestamp.cmp(&b.timestamp));
160                    events.drain(..events.len() - max_events);
161                }
162                events
163            },
164        )
165    }
166
167    /// Check if there are pending inputs without consuming them
168    #[must_use] pub fn has_pending(&self) -> bool {
169        self.inner
170            .lock()
171            .map(|q| !q.is_empty())
172            .unwrap_or(false)
173    }
174}
175
176// Scrollbar Component Types
177
178/// Which component of a scrollbar was hit during hit-testing
179#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
180pub enum ScrollbarComponent {
181    /// The track (background) of the scrollbar
182    Track,
183    /// The draggable thumb (indicator of current scroll position)
184    Thumb,
185    /// Top/left button (scrolls by one page up/left)
186    TopButton,
187    /// Bottom/right button (scrolls by one page down/right)
188    BottomButton,
189}
190
191/// Scrollbar geometry state (calculated per frame, used for hit-testing and rendering)
192#[derive(Copy, Debug, Clone)]
193pub struct ScrollbarState {
194    /// Is this scrollbar visible? (content larger than container)
195    pub visible: bool,
196    /// Orientation
197    pub orientation: ScrollbarOrientation,
198    /// Base size (1:1 square, width = height). This is the unscaled size.
199    pub base_size: f32,
200    /// Scale transform to apply (calculated from container size)
201    pub scale: LogicalPosition, // x = width scale, y = height scale
202    /// Thumb position ratio (0.0 = top/left, 1.0 = bottom/right)
203    pub thumb_position_ratio: f32,
204    /// Thumb size ratio (0.0 = invisible, 1.0 = entire track)
205    pub thumb_size_ratio: f32,
206    /// Position of the scrollbar in the container (for hit-testing)
207    pub track_rect: LogicalRect,
208    /// Button size (square: `button_size` × `button_size`)
209    pub button_size: f32,
210    /// Usable track length after subtracting buttons
211    pub usable_track_length: f32,
212    /// Thumb length in pixels
213    pub thumb_length: f32,
214    /// Thumb offset from start of usable track region
215    pub thumb_offset: f32,
216}
217
218impl ScrollbarState {
219    /// Determine which component was hit at the given local position (relative to `track_rect`
220    /// origin). Uses the shared geometry values (`button_size`, `usable_track_length`, `thumb_length`,
221    /// `thumb_offset`) for consistent hit-testing.
222    #[must_use] pub fn hit_test_component(&self, local_pos: LogicalPosition) -> ScrollbarComponent {
223        match self.orientation {
224            ScrollbarOrientation::Vertical => {
225                // Top button
226                if local_pos.y < self.button_size {
227                    return ScrollbarComponent::TopButton;
228                }
229
230                // Bottom button
231                let track_height = self.track_rect.size.height;
232                if local_pos.y > track_height - self.button_size {
233                    return ScrollbarComponent::BottomButton;
234                }
235
236                // Thumb region starts after top button
237                let thumb_y_start = self.button_size + self.thumb_offset;
238                let thumb_y_end = thumb_y_start + self.thumb_length;
239
240                if local_pos.y >= thumb_y_start && local_pos.y <= thumb_y_end {
241                    ScrollbarComponent::Thumb
242                } else {
243                    ScrollbarComponent::Track
244                }
245            }
246            ScrollbarOrientation::Horizontal => {
247                // Left button
248                if local_pos.x < self.button_size {
249                    return ScrollbarComponent::TopButton;
250                }
251
252                // Right button
253                let track_width = self.track_rect.size.width;
254                if local_pos.x > track_width - self.button_size {
255                    return ScrollbarComponent::BottomButton;
256                }
257
258                // Thumb region starts after left button
259                let thumb_x_start = self.button_size + self.thumb_offset;
260                let thumb_x_end = thumb_x_start + self.thumb_length;
261
262                if local_pos.x >= thumb_x_start && local_pos.x <= thumb_x_end {
263                    ScrollbarComponent::Thumb
264                } else {
265                    ScrollbarComponent::Track
266                }
267            }
268        }
269    }
270}
271
272/// Result of a scrollbar hit-test
273///
274/// Contains information about which scrollbar component was hit
275/// and the position relative to both the track and the window.
276#[derive(Debug, Clone, Copy)]
277pub struct ScrollbarHit {
278    /// DOM containing the scrollable node
279    pub dom_id: DomId,
280    /// Node with the scrollbar
281    pub node_id: NodeId,
282    /// Whether this is a vertical or horizontal scrollbar
283    pub orientation: ScrollbarOrientation,
284    /// Which component was hit (track, thumb, buttons)
285    pub component: ScrollbarComponent,
286    /// Position relative to `track_rect` origin
287    pub local_position: LogicalPosition,
288    /// Original global window position
289    pub global_position: LogicalPosition,
290}
291
292// Core Scroll Manager
293
294/// Manages all scroll state and animations for a window
295#[derive(Debug, Clone, Default)]
296pub struct ScrollManager {
297    /// Maps (`DomId`, `NodeId`) to their scroll state
298    states: BTreeMap<(DomId, NodeId), AnimatedScrollState>,
299    /// Scrollbar geometry states (calculated per frame)
300    scrollbar_states: BTreeMap<(DomId, NodeId, ScrollbarOrientation), ScrollbarState>,
301    /// Thread-safe queue for scroll inputs (shared with timer callbacks)
302    #[cfg(feature = "std")]
303    pub scroll_input_queue: ScrollInputQueue,
304    /// Raw wheel/trackpad delta recorded *this input pass*, regardless of whether
305    /// a scrollable node was under the cursor. The scroll input queue only carries
306    /// deltas destined for scrollable containers (consumed by the physics timer);
307    /// this field additionally lets `determine_all_events` synthesize a `Scroll`
308    /// event aimed at the hovered node so non-scroll-container widgets (e.g. the
309    /// map, which treats wheel = zoom) can react via a `HoverEventFilter::Scroll`
310    /// callback + `CallbackInfo::get_scroll_delta`. Set in
311    /// [`Self::record_scroll_from_hit_test`]; read during event determination and
312    /// callback dispatch, then cleared at the end of the pass.
313    pub pending_wheel_event: Option<LogicalPosition>,
314    /// Set when a scroll position changes; cleared after the display list
315    /// is regenerated.  Used by the CPU renderer path to detect when the
316    /// display list must be rebuilt even though the DOM hasn't changed.
317    scroll_dirty: bool,
318    /// Scroll-direction preference, applied ONCE in [`Self::record_scroll_input`]
319    /// (the single chokepoint every platform's wheel/axis event flows through).
320    ///
321    /// `false` (default) = traditional desktop wheel: a raw "scroll down" event
322    /// increases the offset (content moves up). `true` = natural: inverted.
323    /// Replaces the per-platform hardcoded `-delta` negations so the sign lives
324    /// in one configurable place ([`Self::set_natural_scroll`]).
325    ///
326    /// CAVEAT: on macOS and on Linux touchpads via libinput the OS/driver ALREADY
327    /// applies the user's natural-scroll preference before azul sees the delta, so
328    /// this flag must stay at its default there (we preserve current behavior) and
329    /// primarily controls mouse-wheel direction on platforms that don't pre-apply.
330    natural_scroll: bool,
331}
332
333/// The complete scroll state for a single node (with animation support)
334#[derive(Debug, Clone)]
335pub struct AnimatedScrollState {
336    /// Current scroll offset (live, may be animating)
337    pub current_offset: LogicalPosition,
338    /// Ongoing smooth scroll animation, if any
339    pub animation: Option<ScrollAnimation>,
340    /// Last time scroll activity occurred (for fading scrollbars)
341    pub last_activity: Instant,
342    /// Bounds of the scrollable container
343    pub container_rect: LogicalRect,
344    /// Bounds of the total content (for calculating scroll limits)
345    pub content_rect: LogicalRect,
346    /// Virtual scroll size from `VirtualView` callback (if this node hosts a `VirtualView`).
347    /// When set, clamp logic uses this instead of `content_rect` for max scroll bounds.
348    pub virtual_scroll_size: Option<LogicalSize>,
349    /// Virtual scroll offset from `VirtualView` callback
350    pub virtual_scroll_offset: Option<LogicalPosition>,
351    /// Per-node overscroll behavior for X axis (from CSS `overscroll-behavior-x`)
352    pub overscroll_behavior_x: azul_css::props::style::scrollbar::OverscrollBehavior,
353    /// Per-node overscroll behavior for Y axis (from CSS `overscroll-behavior-y`)
354    pub overscroll_behavior_y: azul_css::props::style::scrollbar::OverscrollBehavior,
355    /// Per-node overflow scrolling mode (from CSS `-azul-overflow-scrolling`)
356    pub overflow_scrolling: azul_css::props::style::scrollbar::OverflowScrolling,
357    /// CSS-resolved scrollbar thickness (from `scrollbar-width` property).
358    /// Used for rendering and hit-testing. Defaults to 16.0 if not set.
359    pub scrollbar_thickness: f32,
360    /// Visual rendering width in CSS pixels (e.g. 8.0 for thin overlay).
361    /// Non-zero even for overlay scrollbars. Falls back to `scrollbar_thickness` if 0.
362    pub visual_width_px: f32,
363    /// Whether this node also needs a horizontal scrollbar (affects vertical geometry)
364    pub has_horizontal_scrollbar: bool,
365    /// Whether this node also needs a vertical scrollbar (affects horizontal geometry)
366    pub has_vertical_scrollbar: bool,
367}
368
369/// Details of an in-progress smooth scroll animation
370#[derive(Debug, Clone)]
371struct ScrollAnimation {
372    /// When the animation started
373    start_time: Instant,
374    /// Total duration of the animation
375    duration: Duration,
376    /// Scroll offset at animation start
377    start_offset: LogicalPosition,
378    /// Target scroll offset at animation end
379    target_offset: LogicalPosition,
380    /// Easing function for interpolation
381    easing: EasingFunction,
382}
383
384/// Read-only snapshot of a scroll node's state, returned by `CallbackInfo` queries.
385///
386/// Provides all the information a timer callback needs to compute scroll physics
387/// without requiring mutable access to the `ScrollManager`.
388#[derive(Copy, Debug, Clone)]
389pub struct ScrollNodeInfo {
390    /// Current scroll offset
391    pub current_offset: LogicalPosition,
392    /// Container (viewport) bounds
393    pub container_rect: LogicalRect,
394    /// Content bounds (total scrollable area)
395    pub content_rect: LogicalRect,
396    /// Maximum scroll in X direction
397    pub max_scroll_x: f32,
398    /// Maximum scroll in Y direction
399    pub max_scroll_y: f32,
400    /// Per-node overscroll behavior for X axis
401    pub overscroll_behavior_x: azul_css::props::style::scrollbar::OverscrollBehavior,
402    /// Per-node overscroll behavior for Y axis
403    pub overscroll_behavior_y: azul_css::props::style::scrollbar::OverscrollBehavior,
404    /// Per-node overflow scrolling mode (auto vs touch)
405    pub overflow_scrolling: azul_css::props::style::scrollbar::OverflowScrolling,
406}
407
408/// Result of a scroll tick, indicating what actions are needed
409#[derive(Debug, Default)]
410pub struct ScrollTickResult {
411    /// If true, a repaint is needed (scroll offset changed)
412    pub needs_repaint: bool,
413    /// Nodes whose scroll position was updated this tick
414    pub updated_nodes: Vec<(DomId, NodeId)>,
415}
416
417// ScrollManager Implementation
418
419impl ScrollManager {
420    /// Creates a new empty `ScrollManager`
421    #[must_use] pub fn new() -> Self {
422        let mut m = Self::default();
423        // Power-user / test override. Platform shells should call
424        // `set_natural_scroll` from the OS preference; this env var wins so the
425        // direction can be flipped without a rebuild and so tests are hermetic.
426        #[cfg(feature = "std")]
427        if let Some(v) = std::env::var_os("AZ_NATURAL_SCROLL") {
428            m.natural_scroll = matches!(v.to_str(), Some("1" | "true" | "TRUE"));
429        }
430        m
431    }
432
433    /// Set the scroll-direction preference. `true` = natural (content follows the
434    /// gesture / inverted from the traditional wheel). Platform shells call this
435    /// from the detected OS preference. See the `natural_scroll` field docs for the
436    /// macOS/libinput pre-application caveat.
437    pub const fn set_natural_scroll(&mut self, natural: bool) {
438        self.natural_scroll = natural;
439    }
440
441    /// Current scroll-direction preference (`true` = natural/inverted).
442    #[must_use] pub const fn is_natural_scroll(&self) -> bool {
443        self.natural_scroll
444    }
445
446    /// The sign applied to a raw input delta to get the offset delta:
447    /// `-1.0` traditional (default), `+1.0` natural. Centralises what used to be a
448    /// hardcoded `-delta` at every platform call site.
449    #[inline]
450    const fn scroll_sign(&self) -> f32 {
451        if self.natural_scroll {
452            1.0
453        } else {
454            -1.0
455        }
456    }
457
458    /// Sizes of the internal maps — used by `AZ_E2E_TEST` to watch for
459    /// unbounded growth across resize/tick iterations.
460    #[must_use] pub fn debug_counts(&self) -> (usize, usize) {
461        (self.states.len(), self.scrollbar_states.len())
462    }
463
464    /// Returns `true` if any scroll position changed since the last
465    /// `clear_scroll_dirty()` call.
466    pub(crate) const fn has_pending_scroll_changes(&self) -> bool {
467        self.scroll_dirty
468    }
469
470    /// Clear the dirty flag after the display list has been regenerated.
471    pub const fn clear_scroll_dirty(&mut self) {
472        self.scroll_dirty = false;
473    }
474
475    /// Build a map from `scroll_id` (`LocalScrollId`) to current scroll offset.
476    ///
477    /// Used by the CPU renderer to look up scroll positions at render time
478    /// without embedding them in the display list.
479    ///
480    /// `scroll_ids` maps layout-tree node index → `scroll_id`. We need to
481    /// convert our (`DomId`, `NodeId`) keys to `scroll_ids`.
482    #[must_use] pub fn build_scroll_offset_map(
483        &self,
484        dom_id: DomId,
485        scroll_ids: &std::collections::HashMap<usize, u64>,
486    ) -> std::collections::HashMap<u64, (f32, f32)> {
487        let mut map = std::collections::HashMap::new();
488        for ((d, node_id), state) in &self.states {
489            if *d != dom_id { continue; }
490            // Find the scroll_id for this node_id by searching scroll_ids
491            // (scroll_ids maps layout_index → scroll_id, and node_id.index() == layout_index
492            // for the root DOM)
493            let node_idx = node_id.index();
494            if let Some(&scroll_id) = scroll_ids.get(&node_idx) {
495                map.insert(scroll_id, (state.current_offset.x, state.current_offset.y));
496            }
497        }
498        map
499    }
500
501    // ========================================================================
502    // Input Recording API (timer-based architecture)
503    // ========================================================================
504
505    /// Records a scroll input event into the shared queue.
506    ///
507    /// This is the primary entry point for platform event handlers. Instead of
508    /// directly modifying scroll positions, the input is queued for the scroll
509    /// physics timer to process. This decouples input from physics simulation.
510    ///
511    /// The scroll-direction sign ([`Self::scroll_sign`]) is applied HERE — the
512    /// single chokepoint every wheel/axis event flows through — so platform shells
513    /// pass the RAW delta and no longer hardcode `-delta` at each call site.
514    ///
515    /// Returns `true` if the physics timer should be started (i.e., there are
516    /// now pending inputs and no timer is running yet).
517    #[cfg(feature = "std")]
518    pub fn record_scroll_input(&mut self, mut input: ScrollInput) -> bool {
519        let sign = self.scroll_sign();
520        input.delta.x *= sign;
521        input.delta.y *= sign;
522        let was_empty = !self.scroll_input_queue.has_pending();
523        self.scroll_input_queue.push(input);
524        was_empty // caller should start timer if this returns true
525    }
526
527    /// High-level entry point for platform event handlers: performs hit-test lookup
528    /// and queues the input for the physics timer, instead of directly modifying offsets.
529    ///
530    /// Returns `Some((dom_id, node_id, should_start_timer))` if a scrollable node was found.
531    /// The caller should start `SCROLL_MOMENTUM_TIMER_ID` when `should_start_timer` is true.
532    #[cfg(feature = "std")]
533    pub fn record_scroll_from_hit_test(
534        &mut self,
535        delta_x: f32,
536        delta_y: f32,
537        source: ScrollInputSource,
538        hover_manager: &crate::managers::hover::HoverManager,
539        input_point_id: &InputPointId,
540        now: Instant,
541    ) -> Option<(DomId, NodeId, bool)> {
542        // Record the raw wheel delta for this pass unconditionally — even when the
543        // cursor isn't over a scroll container — so a `Scroll` event can be aimed
544        // at the hovered node (wheel-as-zoom widgets like the map rely on this).
545        self.pending_wheel_event = Some(LogicalPosition { x: delta_x, y: delta_y });
546
547        let hit_test = hover_manager.get_current(input_point_id)?;
548
549        // MWA-B2: nested scroll containers — innermost-first with boundary
550        // handoff. The previous ascending iteration always picked the
551        // OUTERMOST scrollable ancestor (BTreeMap keys ascend; ancestors
552        // have lower arena NodeIds), so wheeling over a list inside a
553        // scrollable page scrolled the page instead of the list. We now
554        // walk innermost-first and give the event to the first candidate
555        // that can still move in the delta's direction (the web's default
556        // overscroll handoff); when every candidate is pinned, the
557        // innermost scrollable wins so the gesture still targets the node
558        // under the pointer.
559        let sign = self.scroll_sign();
560        let (eff_x, eff_y) = (delta_x * sign, delta_y * sign);
561        let target = self.select_scroll_target(
562            hit_test.hovered_nodes.iter().flat_map(|(dom_id, hit_node)| {
563                hit_node
564                    .scroll_hit_test_nodes
565                    .keys()
566                    .rev()
567                    .map(move |node_id| (*dom_id, *node_id))
568            }),
569            eff_x,
570            eff_y,
571        );
572        let (dom_id, node_id) = target?;
573        let input = ScrollInput {
574            dom_id,
575            node_id,
576            // Raw delta — record_scroll_input applies scroll_sign() itself.
577            delta: LogicalPosition { x: delta_x, y: delta_y },
578            timestamp: now,
579            source,
580        };
581        let should_start_timer = self.record_scroll_input(input);
582        Some((dom_id, node_id, should_start_timer))
583    }
584
585    /// MWA-B2: choose the scroll node a wheel/trackpad event should drive.
586    ///
587    /// `candidates` must be ordered innermost-first; `eff_x`/`eff_y` are the
588    /// direction-normalized deltas (post `scroll_sign()`: positive = offset
589    /// grows = view moves toward content's down/right). The first candidate
590    /// with remaining travel in a moved direction wins; if every candidate
591    /// is pinned, the innermost scrollable is returned so the gesture still
592    /// anchors under the pointer (matches CSS default overscroll behavior).
593    fn select_scroll_target<I>(
594        &self,
595        candidates: I,
596        eff_x: f32,
597        eff_y: f32,
598    ) -> Option<(DomId, NodeId)>
599    where
600        I: Iterator<Item = (DomId, NodeId)>,
601    {
602        let mut fallback = None;
603        for (dom_id, node_id) in candidates {
604            if !self.is_node_scrollable(dom_id, node_id) {
605                continue;
606            }
607            if fallback.is_none() {
608                fallback = Some((dom_id, node_id));
609            }
610            if self.can_consume_delta(dom_id, node_id, eff_x, eff_y) {
611                return Some((dom_id, node_id));
612            }
613        }
614        fallback
615    }
616
617    /// MWA-B10: the a11y tree's scroll surface for a node — current offset
618    /// plus max travel per axis, or `None` when the node isn't scrollable.
619    /// Screen readers use this (with the ScrollUp/Down/... actions) to
620    /// drive the same inbound handler mouse users exercise.
621    #[must_use] pub fn a11y_scroll_info(
622        &self,
623        dom_id: DomId,
624        node_id: NodeId,
625    ) -> Option<(LogicalPosition, f32, f32)> {
626        let state = self.states.get(&(dom_id, node_id))?;
627        let effective_width = state
628            .virtual_scroll_size
629            .map_or(state.content_rect.size.width, |s| s.width);
630        let effective_height = state
631            .virtual_scroll_size
632            .map_or(state.content_rect.size.height, |s| s.height);
633        let max_x = (effective_width - state.container_rect.size.width).max(0.0);
634        let max_y = (effective_height - state.container_rect.size.height).max(0.0);
635        if max_x <= 0.0 && max_y <= 0.0 {
636            return None;
637        }
638        Some((state.current_offset, max_x, max_y))
639    }
640
641    /// `true` when the node still has travel in the direction of the
642    /// normalized delta on at least one moved axis — the boundary-handoff
643    /// test for [`select_scroll_target`](Self::select_scroll_target).
644    fn can_consume_delta(
645        &self,
646        dom_id: DomId,
647        node_id: NodeId,
648        eff_x: f32,
649        eff_y: f32,
650    ) -> bool {
651        const EPS: f32 = 0.5;
652        let Some(state) = self.states.get(&(dom_id, node_id)) else {
653            return false;
654        };
655        let effective_width = state
656            .virtual_scroll_size
657            .map_or(state.content_rect.size.width, |s| s.width);
658        let effective_height = state
659            .virtual_scroll_size
660            .map_or(state.content_rect.size.height, |s| s.height);
661        let max_x = (effective_width - state.container_rect.size.width).max(0.0);
662        let max_y = (effective_height - state.container_rect.size.height).max(0.0);
663        let off = state.current_offset;
664
665        let x_ok = if eff_x > EPS {
666            off.x < max_x - EPS
667        } else if eff_x < -EPS {
668            off.x > EPS
669        } else {
670            false
671        };
672        let y_ok = if eff_y > EPS {
673            off.y < max_y - EPS
674        } else if eff_y < -EPS {
675            off.y > EPS
676        } else {
677            false
678        };
679        x_ok || y_ok
680    }
681
682    /// Get a clone of the scroll input queue (for sharing with timer callbacks).
683    ///
684    /// The timer callback stores this in its `RefAny` data and calls `take_all()`
685    /// each tick to consume pending inputs.
686    #[cfg(feature = "std")]
687    #[must_use] pub fn get_input_queue(&self) -> ScrollInputQueue {
688        self.scroll_input_queue.clone()
689    }
690
691    /// Advances scroll animations by one tick, returns repaint info
692    #[allow(clippy::suboptimal_flops)] // mul_add not guaranteed faster/available without target +fma; keep explicit a*b+c
693    // Instant is a ref-counted FFI clock handle; called by every dll backend's event loop by value.
694    #[allow(clippy::needless_pass_by_value)]
695    pub fn tick(&mut self, now: Instant) -> ScrollTickResult {
696        let mut result = ScrollTickResult::default();
697        for ((dom_id, node_id), state) in &mut self.states {
698            if let Some(anim) = &state.animation {
699                let elapsed = now.duration_since(&anim.start_time);
700                let t = elapsed.div(&anim.duration).min(1.0);
701                let eased_t = apply_easing(t, anim.easing);
702
703                state.current_offset = LogicalPosition {
704                    x: anim.start_offset.x + (anim.target_offset.x - anim.start_offset.x) * eased_t,
705                    y: anim.start_offset.y + (anim.target_offset.y - anim.start_offset.y) * eased_t,
706                };
707                result.needs_repaint = true;
708                result.updated_nodes.push((*dom_id, *node_id));
709
710                if t >= 1.0 {
711                    state.animation = None;
712                }
713            }
714        }
715        result
716    }
717
718    /// Returns `true` if any scroll node has an active easing animation.
719    ///
720    /// Used by GPU render paths to skip rendering when the UI is completely
721    /// static (no scroll animations, no layout changes).
722    #[must_use] pub fn has_active_animations(&self) -> bool {
723        self.states.values().any(|s| s.animation.is_some())
724    }
725
726    /// Finds the closest scroll-container ancestor for a given node.
727    ///
728    /// Walks up the node hierarchy to find a node that is registered as a
729    /// scrollable node in this `ScrollManager`. Returns `None` if no scrollable
730    /// ancestor is found.
731    #[must_use] pub fn find_scroll_parent(
732        &self,
733        dom_id: DomId,
734        node_id: NodeId,
735        node_hierarchy: &[azul_core::styled_dom::NodeHierarchyItem],
736    ) -> Option<NodeId> {
737        let mut current = Some(node_id);
738        while let Some(nid) = current {
739            if self.states.contains_key(&(dom_id, nid)) && nid != node_id {
740                return Some(nid);
741            }
742            current = node_hierarchy
743                .get(nid.index())
744                .and_then(azul_core::styled_dom::NodeHierarchyItem::parent_id);
745        }
746        None
747    }
748
749    /// Check if a node is scrollable (has overflow:scroll/auto and overflowing content)
750    ///
751    /// Uses `virtual_scroll_size` (when set) instead of `content_rect` for the
752    /// overflow check, so `VirtualView` nodes with large virtual content are correctly
753    /// identified as scrollable even when only a small subset is rendered.
754    fn is_node_scrollable(&self, dom_id: DomId, node_id: NodeId) -> bool {
755        let result = self.states.get(&(dom_id, node_id)).is_some_and(|state| {
756            let effective_width = state.virtual_scroll_size
757                .map_or(state.content_rect.size.width, |s| s.width);
758            let effective_height = state.virtual_scroll_size
759                .map_or(state.content_rect.size.height, |s| s.height);
760            let has_horizontal = effective_width > state.container_rect.size.width;
761            let has_vertical = effective_height > state.container_rect.size.height;
762            has_horizontal || has_vertical
763        });
764        result
765    }
766
767    // +spec:overflow:4000a6 - scroll position as offset from scroll origin within scrollport
768    /// Sets scroll position immediately (no animation), clamped to valid bounds.
769    pub fn set_scroll_position(
770        &mut self,
771        dom_id: DomId,
772        node_id: NodeId,
773        position: LogicalPosition,
774        now: Instant,
775    ) {
776        let state = self
777            .states
778            .entry((dom_id, node_id))
779            .or_insert_with(|| AnimatedScrollState::new(now.clone()));
780        let clamped = state.clamp(position);
781        if (clamped.x - state.current_offset.x).abs() > SCROLL_CHANGE_EPSILON
782            || (clamped.y - state.current_offset.y).abs() > SCROLL_CHANGE_EPSILON
783        {
784            self.scroll_dirty = true;
785        }
786        state.current_offset = clamped;
787        state.animation = None;
788        state.last_activity = now;
789    }
790
791    /// Sets scroll position immediately without clamping.
792    ///
793    /// Used by the scroll physics timer which does its own rubber-band clamping.
794    /// Allows the offset to go outside [0, `max_scroll`] for overscroll/rubber-banding.
795    pub fn set_scroll_position_unclamped(
796        &mut self,
797        dom_id: DomId,
798        node_id: NodeId,
799        position: LogicalPosition,
800        now: Instant,
801    ) {
802        let state = self
803            .states
804            .entry((dom_id, node_id))
805            .or_insert_with(|| AnimatedScrollState::new(now.clone()));
806        if (position.x - state.current_offset.x).abs() > SCROLL_CHANGE_EPSILON
807            || (position.y - state.current_offset.y).abs() > SCROLL_CHANGE_EPSILON
808        {
809            self.scroll_dirty = true;
810        }
811        state.current_offset = position;
812        state.animation = None;
813        state.last_activity = now;
814    }
815
816    /// Scrolls by a delta amount with animation
817    pub fn scroll_by(
818        &mut self,
819        dom_id: DomId,
820        node_id: NodeId,
821        delta: LogicalPosition,
822        duration: Duration,
823        easing: EasingFunction,
824        now: Instant,
825    ) {
826        let current = self.get_current_offset(dom_id, node_id).unwrap_or_default();
827        let target = LogicalPosition {
828            x: current.x + delta.x,
829            y: current.y + delta.y,
830        };
831        self.scroll_to(dom_id, node_id, target, duration, easing, now);
832    }
833
834    /// Scrolls to an absolute position with animation
835    ///
836    /// If duration is zero, the position is set immediately without animation.
837    pub fn scroll_to(
838        &mut self,
839        dom_id: DomId,
840        node_id: NodeId,
841        target: LogicalPosition,
842        duration: Duration,
843        easing: EasingFunction,
844        now: Instant,
845    ) {
846        // For zero duration, set position immediately
847        let is_zero = match &duration {
848            Duration::System(s) => s.secs == 0 && s.nanos == 0,
849            Duration::Tick(t) => t.tick_diff == 0,
850        };
851
852        if is_zero {
853            self.set_scroll_position(dom_id, node_id, target, now);
854            return;
855        }
856
857        let state = self
858            .states
859            .entry((dom_id, node_id))
860            .or_insert_with(|| AnimatedScrollState::new(now.clone()));
861        let clamped_target = state.clamp(target);
862        state.animation = Some(ScrollAnimation {
863            start_time: now.clone(),
864            duration,
865            start_offset: state.current_offset,
866            target_offset: clamped_target,
867            easing,
868        });
869        state.last_activity = now;
870    }
871
872    /// Updates the container and content bounds for a scrollable node
873    pub fn update_node_bounds(
874        &mut self,
875        dom_id: DomId,
876        node_id: NodeId,
877        container_rect: LogicalRect,
878        content_rect: LogicalRect,
879        now: Instant,
880    ) {
881        let state = self
882            .states
883            .entry((dom_id, node_id))
884            .or_insert_with(|| AnimatedScrollState::new(now));
885        state.container_rect = container_rect;
886        state.content_rect = content_rect;
887        state.current_offset = state.clamp(state.current_offset);
888    }
889
890    /// Updates virtual scroll bounds for a `VirtualView` node.
891    ///
892    /// Called after `VirtualView` callback returns to propagate the virtual content size
893    /// to the `ScrollManager`. Clamp logic then uses `virtual_scroll_size` (when set)
894    /// instead of `content_rect` for max scroll bounds.
895    ///
896    /// If no scroll state exists yet for this node (because `register_or_update_scroll_node`
897    /// hasn't been called yet), this creates a default state so the virtual size is preserved.
898    pub fn update_virtual_scroll_bounds(
899        &mut self,
900        dom_id: DomId,
901        node_id: NodeId,
902        virtual_scroll_size: LogicalSize,
903        virtual_scroll_offset: Option<LogicalPosition>,
904    ) {
905        let key = (dom_id, node_id);
906        let state = self.states.entry(key).or_insert_with(|| {
907            // AzInstant (System on std, safe Tick on no-clock targets) — not the
908            // WASM-panicking std::time::Instant::now(). (A refinement would thread
909            // the window's get_system_time_fn callback through for hookability.)
910            AnimatedScrollState::new(Instant::now())
911        });
912        state.virtual_scroll_size = Some(virtual_scroll_size);
913        state.virtual_scroll_offset = virtual_scroll_offset;
914        // Re-clamp with new virtual bounds
915        state.current_offset = state.clamp(state.current_offset);
916    }
917
918    /// Returns the current scroll offset for a node
919    #[must_use] pub fn get_current_offset(&self, dom_id: DomId, node_id: NodeId) -> Option<LogicalPosition> {
920        self.states
921            .get(&(dom_id, node_id))
922            .map(|s| s.current_offset)
923    }
924
925    /// Returns the timestamp of last scroll activity for a node
926    #[must_use] pub fn get_last_activity_time(&self, dom_id: DomId, node_id: NodeId) -> Option<Instant> {
927        self.states
928            .get(&(dom_id, node_id))
929            .map(|s| s.last_activity.clone())
930    }
931
932    /// Returns the internal scroll state for a node
933    #[must_use] pub fn get_scroll_state(&self, dom_id: DomId, node_id: NodeId) -> Option<&AnimatedScrollState> {
934        self.states.get(&(dom_id, node_id))
935    }
936
937    /// Returns a read-only snapshot of a scroll node's state.
938    ///
939    /// This is the preferred way for timer callbacks to query scroll state,
940    /// since they only have `&CallbackInfo` (read-only access).
941    ///
942    /// When `virtual_scroll_size` is set (for `VirtualView` nodes), the max scroll
943    /// bounds are computed from the virtual size instead of `content_rect`.
944    #[must_use] pub fn get_scroll_node_info(
945        &self,
946        dom_id: DomId,
947        node_id: NodeId,
948    ) -> Option<ScrollNodeInfo> {
949        let state = self.states.get(&(dom_id, node_id))?;
950        let effective_content_width = state.virtual_scroll_size
951            .map_or(state.content_rect.size.width, |s| s.width);
952        let effective_content_height = state.virtual_scroll_size
953            .map_or(state.content_rect.size.height, |s| s.height);
954        let max_x = (effective_content_width - state.container_rect.size.width).max(0.0);
955        let max_y = (effective_content_height - state.container_rect.size.height).max(0.0);
956        Some(ScrollNodeInfo {
957            current_offset: state.current_offset,
958            container_rect: state.container_rect,
959            content_rect: state.content_rect,
960            max_scroll_x: max_x,
961            max_scroll_y: max_y,
962            overscroll_behavior_x: state.overscroll_behavior_x,
963            overscroll_behavior_y: state.overscroll_behavior_y,
964            overflow_scrolling: state.overflow_scrolling,
965        })
966    }
967
968    /// Returns all scroll positions for nodes in a specific DOM
969    #[must_use] pub fn get_scroll_states_for_dom(&self, dom_id: DomId) -> BTreeMap<NodeId, ScrollPosition> {
970        // M12.7: iterating an EMPTY hashbrown map (RawIterRange) mis-lifts to
971        // wasm and loops forever (same class as the font-id / GPU-cache loops).
972        // For the headless web path `states` is empty; guard it (len-based, no
973        // iteration). Desktop unchanged.
974        if self.states.is_empty() {
975            return BTreeMap::new();
976        }
977        self.states
978            .iter()
979            .filter(|((d, _), _)| *d == dom_id)
980            .map(|((_, node_id), state)| {
981                // Use virtual_scroll_size (from VirtualView callback) when available,
982                // otherwise fall back to content_rect.size from layout.
983                let effective_content_size = state.virtual_scroll_size
984                    .unwrap_or(state.content_rect.size);
985                (
986                    *node_id,
987                    ScrollPosition {
988                        parent_rect: state.container_rect,
989                        children_rect: LogicalRect::new(
990                            state.current_offset,
991                            effective_content_size,
992                        ),
993                    },
994                )
995            })
996            .collect()
997    }
998
999    /// Registers or updates a scrollable node with its container and content sizes.
1000    /// This should be called after layout for each node that has overflow:scroll or overflow:auto
1001    /// with overflowing content.
1002    ///
1003    /// If the node already exists, updates container/content rects without changing scroll offset.
1004    /// If the node is new, initializes with zero scroll offset.
1005    pub fn register_or_update_scroll_node(
1006        &mut self,
1007        dom_id: DomId,
1008        node_id: NodeId,
1009        container_rect: LogicalRect,
1010        content_size: LogicalSize,
1011        now: Instant,
1012        scrollbar_thickness: f32,
1013        visual_width_px: f32,
1014        has_horizontal_scrollbar: bool,
1015        has_vertical_scrollbar: bool,
1016    ) {
1017        let key = (dom_id, node_id);
1018
1019        let content_rect = LogicalRect {
1020            origin: LogicalPosition::zero(),
1021            size: content_size,
1022        };
1023
1024        if let Some(existing) = self.states.get_mut(&key) {
1025            // Update rects, keep scroll offset
1026            existing.container_rect = container_rect;
1027            existing.content_rect = content_rect;
1028            existing.scrollbar_thickness = scrollbar_thickness;
1029            existing.visual_width_px = visual_width_px;
1030            existing.has_horizontal_scrollbar = has_horizontal_scrollbar;
1031            existing.has_vertical_scrollbar = has_vertical_scrollbar;
1032            // Re-clamp current offset to new bounds
1033            existing.current_offset = existing.clamp(existing.current_offset);
1034        } else {
1035            // +spec:overflow:8c7aa1 - initial scroll position is zero (scroll origin for LTR/TTB)
1036            self.states.insert(
1037                key,
1038                AnimatedScrollState {
1039                    current_offset: LogicalPosition::zero(),
1040                    animation: None,
1041                    last_activity: now,
1042                    container_rect,
1043                    content_rect,
1044                    virtual_scroll_size: None,
1045                    virtual_scroll_offset: None,
1046                    overscroll_behavior_x: azul_css::props::style::scrollbar::OverscrollBehavior::Auto,
1047                    overscroll_behavior_y: azul_css::props::style::scrollbar::OverscrollBehavior::Auto,
1048                    overflow_scrolling: azul_css::props::style::scrollbar::OverflowScrolling::Auto,
1049                    scrollbar_thickness,
1050                    visual_width_px,
1051                    has_horizontal_scrollbar,
1052                    has_vertical_scrollbar,
1053                },
1054            );
1055        }
1056    }
1057
1058    // Scrollbar State Management
1059
1060    /// Calculate scrollbar states for all visible scrollbars.
1061    /// This should be called once per frame after layout is complete.
1062    /// Uses the shared `compute_scrollbar_geometry()` for consistent geometry.
1063    pub fn calculate_scrollbar_states(&mut self) {
1064        self.scrollbar_states.clear();
1065
1066        // Uses virtual_scroll_size (when set) for the overflow check and thumb ratio,
1067        // so VirtualView nodes with large virtual content show correct scrollbar geometry.
1068        for orientation in [ScrollbarOrientation::Vertical, ScrollbarOrientation::Horizontal] {
1069            let states: Vec<_> = self
1070                .states
1071                .iter()
1072                .filter(|(_, s)| {
1073                    let (effective, container) = match orientation {
1074                        ScrollbarOrientation::Vertical => (
1075                            s.virtual_scroll_size.map_or(s.content_rect.size.height, |vs| vs.height),
1076                            s.container_rect.size.height,
1077                        ),
1078                        ScrollbarOrientation::Horizontal => (
1079                            s.virtual_scroll_size.map_or(s.content_rect.size.width, |vs| vs.width),
1080                            s.container_rect.size.width,
1081                        ),
1082                    };
1083                    effective > container
1084                })
1085                .map(|((dom_id, node_id), scroll_state)| {
1086                    let state = Self::calculate_scrollbar_state_from_geometry(
1087                        scroll_state,
1088                        orientation,
1089                    );
1090                    ((*dom_id, *node_id, orientation), state)
1091                })
1092                .collect();
1093
1094            self.scrollbar_states.extend(states);
1095        }
1096    }
1097
1098    /// Calculate scrollbar state using the shared `compute_scrollbar_geometry()`.
1099    fn calculate_scrollbar_state_from_geometry(
1100        scroll_state: &AnimatedScrollState,
1101        orientation: ScrollbarOrientation,
1102    ) -> ScrollbarState {
1103        let scrollbar_thickness = if scroll_state.visual_width_px > 0.0 {
1104            scroll_state.visual_width_px
1105        } else if scroll_state.scrollbar_thickness > 0.0 {
1106            scroll_state.scrollbar_thickness
1107        } else {
1108            crate::solver3::fc::DEFAULT_SCROLLBAR_WIDTH_PX
1109        };
1110
1111        let content_size = scroll_state.virtual_scroll_size
1112            .map_or(scroll_state.content_rect.size, |vs| vs);
1113
1114        let scroll_offset = match orientation {
1115            ScrollbarOrientation::Vertical => scroll_state.current_offset.y,
1116            ScrollbarOrientation::Horizontal => scroll_state.current_offset.x,
1117        };
1118
1119        let has_other_scrollbar = match orientation {
1120            ScrollbarOrientation::Vertical => scroll_state.has_horizontal_scrollbar,
1121            ScrollbarOrientation::Horizontal => scroll_state.has_vertical_scrollbar,
1122        };
1123
1124        // Overlay scrollbars (thickness == 0 from layout) have no arrow buttons
1125        let is_overlay = scroll_state.scrollbar_thickness == 0.0;
1126        let button_size = if is_overlay { 0.0 } else { scrollbar_thickness };
1127        let geom = compute_scrollbar_geometry_with_button_size(
1128            orientation,
1129            scroll_state.container_rect,
1130            content_size,
1131            scroll_offset,
1132            scrollbar_thickness,
1133            has_other_scrollbar,
1134            button_size,
1135        );
1136
1137        // Build ScrollbarState from the shared geometry
1138        let scale = match orientation {
1139            ScrollbarOrientation::Vertical => {
1140                LogicalPosition::new(1.0, geom.track_rect.size.height / scrollbar_thickness)
1141            }
1142            ScrollbarOrientation::Horizontal => {
1143                LogicalPosition::new(geom.track_rect.size.width / scrollbar_thickness, 1.0)
1144            }
1145        };
1146
1147        ScrollbarState {
1148            visible: true,
1149            orientation,
1150            base_size: scrollbar_thickness,
1151            scale,
1152            thumb_position_ratio: geom.scroll_ratio,
1153            thumb_size_ratio: geom.thumb_size_ratio,
1154            track_rect: geom.track_rect,
1155            button_size: geom.button_size,
1156            usable_track_length: geom.usable_track_length,
1157            thumb_length: geom.thumb_length,
1158            thumb_offset: geom.thumb_offset,
1159        }
1160    }
1161
1162    /// Get scrollbar state for hit-testing
1163    #[must_use] pub fn get_scrollbar_state(
1164        &self,
1165        dom_id: DomId,
1166        node_id: NodeId,
1167        orientation: ScrollbarOrientation,
1168    ) -> Option<&ScrollbarState> {
1169        self.scrollbar_states.get(&(dom_id, node_id, orientation))
1170    }
1171
1172    /// Iterate over all visible scrollbar states
1173    pub(crate) fn iter_scrollbar_states(
1174        &self,
1175    ) -> impl Iterator<Item = ((DomId, NodeId, ScrollbarOrientation), &ScrollbarState)> + '_ {
1176        self.scrollbar_states.iter().map(|(k, v)| (*k, v))
1177    }
1178
1179    // Scrollbar Hit-Testing
1180
1181    /// Hit-test scrollbars for a specific node at the given position.
1182    /// Returns Some if the position is inside a scrollbar for this node.
1183    pub(crate) fn hit_test_scrollbar(
1184        &self,
1185        dom_id: DomId,
1186        node_id: NodeId,
1187        global_pos: LogicalPosition,
1188    ) -> Option<ScrollbarHit> {
1189        // Check both vertical and horizontal scrollbars for this node
1190        for orientation in [
1191            ScrollbarOrientation::Vertical,
1192            ScrollbarOrientation::Horizontal,
1193        ] {
1194            let Some(scrollbar_state) = self.scrollbar_states.get(&(dom_id, node_id, orientation)) else {
1195                continue;
1196            };
1197
1198            if !scrollbar_state.visible {
1199                continue;
1200            }
1201
1202            // Check if position is inside scrollbar track using LogicalRect::contains
1203            if !scrollbar_state.track_rect.contains(global_pos) {
1204                continue;
1205            }
1206
1207            // Calculate local position relative to track origin
1208            let local_pos = LogicalPosition::new(
1209                global_pos.x - scrollbar_state.track_rect.origin.x,
1210                global_pos.y - scrollbar_state.track_rect.origin.y,
1211            );
1212
1213            // Determine which component was hit
1214            let component = scrollbar_state.hit_test_component(local_pos);
1215
1216            return Some(ScrollbarHit {
1217                dom_id,
1218                node_id,
1219                orientation,
1220                component,
1221                local_position: local_pos,
1222                global_position: global_pos,
1223            });
1224        }
1225
1226        None
1227    }
1228
1229    /// Perform hit-testing for all scrollbars at the given global position.
1230    ///
1231    /// This iterates through all visible scrollbars in reverse z-order (top to bottom)
1232    /// and returns the first hit. Use this when you don't know which node to check.
1233    ///
1234    /// For better performance, use `hit_test_scrollbar()` when you already have
1235    /// a hit-tested node from `WebRender`.
1236    #[must_use] pub fn hit_test_scrollbars(&self, global_pos: LogicalPosition) -> Option<ScrollbarHit> {
1237        // Iterate in reverse order to hit top-most scrollbars first
1238        for ((dom_id, node_id, orientation), scrollbar_state) in self.scrollbar_states.iter().rev()
1239        {
1240            if !scrollbar_state.visible {
1241                continue;
1242            }
1243
1244            // Check if position is inside scrollbar track
1245            if !scrollbar_state.track_rect.contains(global_pos) {
1246                continue;
1247            }
1248
1249            // Calculate local position relative to track origin
1250            let local_pos = LogicalPosition::new(
1251                global_pos.x - scrollbar_state.track_rect.origin.x,
1252                global_pos.y - scrollbar_state.track_rect.origin.y,
1253            );
1254
1255            // Determine which component was hit
1256            let component = scrollbar_state.hit_test_component(local_pos);
1257
1258            return Some(ScrollbarHit {
1259                dom_id: *dom_id,
1260                node_id: *node_id,
1261                orientation: *orientation,
1262                component,
1263                local_position: local_pos,
1264                global_position: global_pos,
1265            });
1266        }
1267
1268        None
1269    }
1270}
1271
1272// AnimatedScrollState Implementation
1273
1274impl AnimatedScrollState {
1275    // +spec:overflow:60f6a1 - scroll origin defaults to block-start inline-start corner (0,0)
1276    /// Create a new scroll state initialized at offset (0, 0).
1277    pub(crate) const fn new(now: Instant) -> Self {
1278        Self {
1279            current_offset: LogicalPosition::zero(),
1280            animation: None,
1281            last_activity: now,
1282            container_rect: LogicalRect::zero(),
1283            content_rect: LogicalRect::zero(),
1284            virtual_scroll_size: None,
1285            virtual_scroll_offset: None,
1286            overscroll_behavior_x: azul_css::props::style::scrollbar::OverscrollBehavior::Auto,
1287            overscroll_behavior_y: azul_css::props::style::scrollbar::OverscrollBehavior::Auto,
1288            overflow_scrolling: azul_css::props::style::scrollbar::OverflowScrolling::Auto,
1289            scrollbar_thickness: crate::solver3::fc::DEFAULT_SCROLLBAR_WIDTH_PX,
1290            visual_width_px: 0.0,
1291            has_horizontal_scrollbar: false,
1292            has_vertical_scrollbar: false,
1293        }
1294    }
1295
1296    /// Clamp a scroll position to valid bounds (0 to `max_scroll`).
1297    ///
1298    /// When `virtual_scroll_size` is set (for `VirtualView` nodes), the max bounds
1299    /// are computed from the virtual size instead of `content_rect`.
1300    pub(crate) fn clamp(&self, position: LogicalPosition) -> LogicalPosition {
1301        let effective_width = self.virtual_scroll_size
1302            .map_or(self.content_rect.size.width, |s| s.width);
1303        let effective_height = self.virtual_scroll_size
1304            .map_or(self.content_rect.size.height, |s| s.height);
1305        let max_x = (effective_width - self.container_rect.size.width).max(0.0);
1306        let max_y = (effective_height - self.container_rect.size.height).max(0.0);
1307        LogicalPosition {
1308            x: position.x.max(0.0).min(max_x),
1309            y: position.y.max(0.0).min(max_y),
1310        }
1311    }
1312}
1313
1314// Easing Functions
1315
1316/// Apply an easing function to a normalized time value (0.0 to 1.0).
1317/// Used by `ScrollAnimation::tick()` for smooth scroll animations.
1318#[allow(clippy::suboptimal_flops)] // mul_add not guaranteed faster/available without target +fma; keep explicit a*b+c
1319pub(crate) fn apply_easing(t: f32, easing: EasingFunction) -> f32 {
1320    match easing {
1321        EasingFunction::Linear => t,
1322        EasingFunction::EaseOut => 1.0 - (1.0 - t).powi(3),
1323        EasingFunction::EaseInOut => {
1324            if t < 0.5 {
1325                4.0 * t * t * t
1326            } else {
1327                1.0 - (-2.0 * t + 2.0).powi(3) / 2.0
1328            }
1329        }
1330    }
1331}
1332
1333impl crate::managers::NodeIdRemap for ScrollManager {
1334    /// Rewrite every `(DomId, NodeId)` key for `dom` and DROP the scroll state of
1335    /// nodes that were unmounted.
1336    ///
1337    /// The previous implementation only rewrote keys whose id actually changed and
1338    /// *kept* everything else "conservatively" — which silently re-attached the
1339    /// scroll offset of a deleted node to whatever node inherited its index.
1340    /// `node_moves` contains an entry for every matched node, so "absent from the
1341    /// map" unambiguously means "unmounted".
1342    fn remap_node_ids(&mut self, dom: DomId, map: &crate::managers::NodeIdMap) {
1343        crate::managers::remap_dom_keys(&mut self.states, dom, map);
1344
1345        let old = core::mem::take(&mut self.scrollbar_states);
1346        for ((d, old_node_id, orientation), state) in old {
1347            if d != dom {
1348                self.scrollbar_states
1349                    .insert((d, old_node_id, orientation), state);
1350            } else if let Some(new_node_id) = map.resolve(old_node_id) {
1351                self.scrollbar_states
1352                    .insert((d, new_node_id, orientation), state);
1353            }
1354        }
1355    }
1356}
1357
1358// ============================================================================
1359// Natural-scroll direction — unit tests (#17)
1360// ============================================================================
1361#[cfg(all(test, feature = "std"))]
1362mod natural_scroll_tests {
1363    use super::*;
1364    use azul_core::dom::{DomId, NodeId};
1365    use azul_core::geom::LogicalPosition;
1366    use azul_core::task::Instant;
1367
1368    fn raw_input(dx: f32, dy: f32) -> ScrollInput {
1369        ScrollInput {
1370            dom_id: DomId::ROOT_ID,
1371            node_id: NodeId::new(0),
1372            delta: LogicalPosition::new(dx, dy),
1373            timestamp: Instant::from(std::time::Instant::now()),
1374            source: ScrollInputSource::WheelDiscrete,
1375        }
1376    }
1377
1378    #[test]
1379    #[allow(clippy::float_cmp)] // test asserts exact float equality on deterministic values
1380    fn default_is_traditional_and_inverts_raw_delta() {
1381        // With AZ_NATURAL_SCROLL unset, the default is traditional: the offset
1382        // delta is the NEGATION of the raw input — exactly what the per-platform
1383        // `-delta` hardcodes used to do, now centralised.
1384        let mut m = ScrollManager::new();
1385        assert!(!m.is_natural_scroll(), "default must be traditional");
1386        m.record_scroll_input(raw_input(3.0, 10.0));
1387        let q = m.get_input_queue().take_all();
1388        assert_eq!(q.len(), 1);
1389        assert_eq!(q[0].delta.x, -3.0, "x must be inverted by the default sign");
1390        assert_eq!(q[0].delta.y, -10.0, "y must be inverted by the default sign");
1391    }
1392
1393    #[test]
1394    #[allow(clippy::float_cmp)] // test asserts exact float equality on deterministic values
1395    fn natural_passes_raw_delta_through() {
1396        let mut m = ScrollManager::new();
1397        m.set_natural_scroll(true);
1398        assert!(m.is_natural_scroll());
1399        m.record_scroll_input(raw_input(3.0, 10.0));
1400        let q = m.get_input_queue().take_all();
1401        assert_eq!(q.len(), 1);
1402        assert_eq!(q[0].delta.x, 3.0, "natural mode must NOT invert x");
1403        assert_eq!(q[0].delta.y, 10.0, "natural mode must NOT invert y");
1404    }
1405
1406    #[test]
1407    #[allow(clippy::float_cmp)] // test asserts exact float equality on deterministic values
1408    fn toggling_flips_sign_for_subsequent_input() {
1409        // Same raw input, opposite directions before/after the toggle — proves the
1410        // single flag is the only thing controlling direction.
1411        let mut m = ScrollManager::new();
1412        m.record_scroll_input(raw_input(0.0, 5.0));
1413        m.set_natural_scroll(true);
1414        m.record_scroll_input(raw_input(0.0, 5.0));
1415        let q = m.get_input_queue().take_all();
1416        assert_eq!(q.len(), 2);
1417        assert_eq!(q[0].delta.y, -5.0, "traditional first");
1418        assert_eq!(q[1].delta.y, 5.0, "natural after toggle");
1419    }
1420
1421    // MWA-B2: nested-scroll target selection (innermost-first + handoff).
1422
1423    fn nested_setup() -> (ScrollManager, DomId, NodeId, NodeId) {
1424        use azul_core::geom::{LogicalRect, LogicalSize};
1425
1426        let now = Instant::now();
1427        let mut m = ScrollManager::new();
1428        let dom = DomId::ROOT_ID;
1429        // Ancestors have LOWER arena ids than descendants.
1430        let outer = NodeId::from_usize(1).unwrap();
1431        let inner = NodeId::from_usize(9).unwrap();
1432        // Outer: 200x200 viewport over 200x1000 content → max_y = 800.
1433        m.register_or_update_scroll_node(
1434            dom,
1435            outer,
1436            LogicalRect {
1437                origin: LogicalPosition::zero(),
1438                size: LogicalSize { width: 200.0, height: 200.0 },
1439            },
1440            LogicalSize { width: 200.0, height: 1000.0 },
1441            now.clone(),
1442            8.0,
1443            8.0,
1444            false,
1445            true,
1446        );
1447        // Inner: 100x100 viewport over 100x300 content → max_y = 200.
1448        m.register_or_update_scroll_node(
1449            dom,
1450            inner,
1451            LogicalRect {
1452                origin: LogicalPosition::zero(),
1453                size: LogicalSize { width: 100.0, height: 100.0 },
1454            },
1455            LogicalSize { width: 100.0, height: 300.0 },
1456            now,
1457            8.0,
1458            8.0,
1459            false,
1460            true,
1461        );
1462        (m, dom, outer, inner)
1463    }
1464
1465    #[test]
1466    fn nested_scroll_prefers_innermost_with_room() {
1467        let (m, dom, outer, inner) = nested_setup();
1468        // Innermost-first candidate order, scrolling "down" (eff +y).
1469        let picked = m.select_scroll_target(
1470            [(dom, inner), (dom, outer)].into_iter(),
1471            0.0,
1472            1.0,
1473        );
1474        assert_eq!(picked, Some((dom, inner)), "inner has room → inner wins");
1475    }
1476
1477    #[test]
1478    fn nested_scroll_hands_off_to_ancestor_at_boundary() {
1479        let (mut m, dom, outer, inner) = nested_setup();
1480        // Pin the inner container at its bottom edge (max_y = 200).
1481        m.states.get_mut(&(dom, inner)).unwrap().current_offset =
1482            LogicalPosition { x: 0.0, y: 200.0 };
1483
1484        let down = m.select_scroll_target(
1485            [(dom, inner), (dom, outer)].into_iter(),
1486            0.0,
1487            1.0,
1488        );
1489        assert_eq!(down, Some((dom, outer)), "inner pinned at bottom → handoff");
1490
1491        let up = m.select_scroll_target(
1492            [(dom, inner), (dom, outer)].into_iter(),
1493            0.0,
1494            -1.0,
1495        );
1496        assert_eq!(up, Some((dom, inner)), "inner has room upward → inner again");
1497    }
1498
1499    #[test]
1500    fn nested_scroll_falls_back_to_innermost_when_all_pinned() {
1501        let (mut m, dom, outer, inner) = nested_setup();
1502        m.states.get_mut(&(dom, inner)).unwrap().current_offset =
1503            LogicalPosition { x: 0.0, y: 200.0 };
1504        m.states.get_mut(&(dom, outer)).unwrap().current_offset =
1505            LogicalPosition { x: 0.0, y: 800.0 };
1506
1507        let picked = m.select_scroll_target(
1508            [(dom, inner), (dom, outer)].into_iter(),
1509            0.0,
1510            1.0,
1511        );
1512        assert_eq!(
1513            picked,
1514            Some((dom, inner)),
1515            "everything pinned → innermost fallback (gesture stays under pointer)"
1516        );
1517    }
1518}