/* * 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. * */ #ifndef RMLUI_CORE_ELEMENTEFFECTS_H #define RMLUI_CORE_ELEMENTEFFECTS_H #include "../../Include/RmlUi/Core/CompiledFilterShader.h" #include "../../Include/RmlUi/Core/Types.h" namespace Rml { class Decorator; class Element; class Filter; enum class RenderStage { Enter, Decoration, Exit }; /** Manages and renders an element's effects: decorators, filters, backdrop filters, and mask images. */ class ElementEffects { public: ElementEffects(Element* element); ~ElementEffects(); void InstanceEffects(); void RenderEffects(RenderStage render_stage); // Mark effects as dirty and force them to reset themselves. void DirtyEffects(); // Mark the element data of effects as dirty. void DirtyEffectsData(); private: // Releases existing element data of effects, and regenerates it. void ReloadEffectsData(); // Releases all existing effects and their element data. void ReleaseEffects(); struct DecoratorEntry { SharedPtr decorator; DecoratorDataHandle decorator_data; BoxArea paint_area; }; using DecoratorEntryList = Vector; struct FilterEntry { SharedPtr filter; CompiledFilter compiled; }; using FilterEntryList = Vector; Element* element; // The list of decorators and filters used by this element. DecoratorEntryList decorators; DecoratorEntryList mask_images; FilterEntryList filters; FilterEntryList backdrop_filters; // If set, a full reload is necessary. bool effects_dirty = false; // If set, element data of all decorators need to be regenerated. bool effects_data_dirty = false; }; } // namespace Rml #endif