/*
* 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 "ElementEffects.h"
#include "../../Include/RmlUi/Core/ComputedValues.h"
#include "../../Include/RmlUi/Core/Decorator.h"
#include "../../Include/RmlUi/Core/Element.h"
#include "../../Include/RmlUi/Core/ElementDocument.h"
#include "../../Include/RmlUi/Core/ElementUtilities.h"
#include "../../Include/RmlUi/Core/Filter.h"
#include "../../Include/RmlUi/Core/Profiling.h"
#include "../../Include/RmlUi/Core/StyleSheet.h"
namespace Rml {
ElementEffects::ElementEffects(Element* _element) : element(_element) {}
ElementEffects::~ElementEffects()
{
ReleaseEffects();
}
void ElementEffects::InstanceEffects()
{
if (!effects_dirty)
return;
effects_dirty = false;
effects_data_dirty = true;
RMLUI_ZoneScopedC(0xB22222);
ReleaseEffects();
RenderManager* render_manager = element->GetRenderManager();
if (!render_manager)
{
RMLUI_ERRORMSG("Decorators are being instanced before a render manager is available. Is this element attached to the document?");
return;
}
const ComputedValues& computed = element->GetComputedValues();
if (computed.has_decorator() || computed.has_mask_image())
{
const StyleSheet* style_sheet = element->GetStyleSheet();
if (!style_sheet)
return;
for (const auto id : {PropertyId::Decorator, PropertyId::MaskImage})
{
const Property* property = element->GetLocalProperty(id);
if (!property || property->unit != Unit::DECORATOR)
continue;
DecoratorsPtr decorators_ptr = property->Get();
if (!decorators_ptr)
continue;
PropertySource document_source("", 0, "");
const PropertySource* source = property->source.get();
if (!source)
{
if (ElementDocument* document = element->GetOwnerDocument())
{
document_source.path = document->GetSourceURL();
source = &document_source;
}
}
const DecoratorPtrList& decorator_list = style_sheet->InstanceDecorators(*render_manager, *decorators_ptr, source);
RMLUI_ASSERT(decorator_list.empty() || decorator_list.size() == decorators_ptr->list.size());
DecoratorEntryList& decorators_target = (id == PropertyId::Decorator ? decorators : mask_images);
decorators_target.reserve(decorators_ptr->list.size());
for (size_t i = 0; i < decorator_list.size() && i < decorators_ptr->list.size(); i++)
{
const SharedPtr& decorator = decorator_list[i];
if (decorator)
{
DecoratorEntry entry;
entry.decorator_data = 0;
entry.decorator = decorator;
entry.paint_area = decorators_ptr->list[i].paint_area;
if (entry.paint_area == BoxArea::Auto)
entry.paint_area = (id == PropertyId::Decorator ? BoxArea::Padding : BoxArea::Border);
RMLUI_ASSERT(entry.paint_area >= BoxArea::Border && entry.paint_area <= BoxArea::Content);
decorators_target.push_back(std::move(entry));
}
}
}
}
if (computed.has_filter() || computed.has_backdrop_filter())
{
for (const auto id : {PropertyId::Filter, PropertyId::BackdropFilter})
{
const Property* property = element->GetLocalProperty(id);
if (!property || property->unit != Unit::FILTER)
continue;
FiltersPtr filters_ptr = property->Get();
if (!filters_ptr)
continue;
FilterEntryList& list = (id == PropertyId::Filter ? filters : backdrop_filters);
list.reserve(filters_ptr->list.size());
for (const FilterDeclaration& declaration : filters_ptr->list)
{
SharedPtr filter = declaration.instancer->InstanceFilter(declaration.type, declaration.properties);
if (filter)
{
list.push_back({std::move(filter), CompiledFilter{}});
}
else
{
const auto& source = property->source;
Log::Message(Log::LT_WARNING, "Filter '%s' in '%s' could not be instanced, declared at %s:%d", declaration.type.c_str(),
filters_ptr->value.c_str(), source ? source->path.c_str() : "", source ? source->line_number : -1);
}
}
}
}
}
void ElementEffects::ReloadEffectsData()
{
if (effects_data_dirty)
{
effects_data_dirty = false;
bool decorator_data_failed = false;
for (DecoratorEntryList* list : {&decorators, &mask_images})
{
for (DecoratorEntry& decorator : *list)
{
if (decorator.decorator_data)
decorator.decorator->ReleaseElementData(decorator.decorator_data);
decorator.decorator_data = decorator.decorator->GenerateElementData(element, decorator.paint_area);
if (!decorator.decorator_data)
decorator_data_failed = true;
}
}
if (decorator_data_failed)
Log::Message(Log::LT_WARNING, "Could not generate decorator element data: %s", element->GetAddress().c_str());
bool filter_compile_failed = false;
for (FilterEntryList* list : {&filters, &backdrop_filters})
{
for (FilterEntry& filter : *list)
{
filter.compiled = filter.filter->CompileFilter(element);
if (!filter.compiled)
filter_compile_failed = true;
}
}
if (filter_compile_failed)
Log::Message(Log::LT_WARNING, "Could not compile filter on element: %s", element->GetAddress().c_str());
}
}
void ElementEffects::ReleaseEffects()
{
for (DecoratorEntryList* list : {&decorators, &mask_images})
{
for (DecoratorEntry& decorator : *list)
{
if (decorator.decorator_data)
decorator.decorator->ReleaseElementData(decorator.decorator_data);
}
list->clear();
}
filters.clear();
backdrop_filters.clear();
}
void ElementEffects::RenderEffects(RenderStage render_stage)
{
InstanceEffects();
ReloadEffectsData();
if (!decorators.empty())
{
if (render_stage == RenderStage::Decoration)
{
// Render the decorators attached to this element in its current state.
// Render from back to front for correct render order.
for (int i = (int)decorators.size() - 1; i >= 0; i--)
{
DecoratorEntry& decorator = decorators[i];
if (decorator.decorator_data)
decorator.decorator->RenderElement(element, decorator.decorator_data);
}
}
}
if (filters.empty() && backdrop_filters.empty() && mask_images.empty())
return;
RenderManager* render_manager = element->GetRenderManager();
if (!render_manager)
return;
Rectanglei initial_scissor_region = render_manager->GetScissorRegion();
auto ApplyClippingRegion = [this, &render_manager](PropertyId filter_id) {
RMLUI_ASSERT(filter_id == PropertyId::Filter || filter_id == PropertyId::BackdropFilter);
const bool force_clip_to_self_border_box = (filter_id == PropertyId::BackdropFilter);
ElementUtilities::SetClippingRegion(element, force_clip_to_self_border_box);
// Find the region being affected by the active filters and apply it as a scissor.
Rectanglef filter_region = Rectanglef::MakeInvalid();
ElementUtilities::GetBoundingBox(filter_region, element, force_clip_to_self_border_box ? BoxArea::Border : BoxArea::Auto);
// The filter property may draw outside our normal clipping region due to ink overflow.
if (filter_id == PropertyId::Filter)
{
for (const auto& filter : filters)
filter.filter->ExtendInkOverflow(element, filter_region);
}
Math::ExpandToPixelGrid(filter_region);
Rectanglei scissor_region = Rectanglei(filter_region);
scissor_region.IntersectIfValid(render_manager->GetScissorRegion());
render_manager->SetScissorRegion(scissor_region);
};
auto ApplyScissorRegionForBackdrop = [this, &render_manager]() {
// Set the scissor region for backdrop drawing, which covers the element's border box plus any area we may need
// to read from, such as any blur radius.
Rectanglef filter_region = Rectanglef::MakeInvalid();
ElementUtilities::GetBoundingBox(filter_region, element, BoxArea::Border);
for (const auto& filter : backdrop_filters)
filter.filter->ExtendInkOverflow(element, filter_region);
Math::ExpandToPixelGrid(filter_region);
render_manager->SetScissorRegion(Rectanglei(filter_region));
};
if (render_stage == RenderStage::Enter)
{
const LayerHandle backdrop_source_layer = render_manager->GetTopLayer();
if (!filters.empty() || !mask_images.empty())
{
render_manager->PushLayer();
}
if (!backdrop_filters.empty())
{
const LayerHandle backdrop_destination_layer = render_manager->GetTopLayer();
// @performance We strictly only need this temporary buffer when having to read from outside the element
// boundaries, which currently only applies to blur and drop-shadow. Alternatively, we could avoid this
// completely if we introduced a render interface API concept of different input and output clipping. That
// is, we set a large input scissor to cover all input data, which can be used e.g. during blurring, and use
// our small border-area-only clipping region for the composite layers output.
ApplyScissorRegionForBackdrop();
render_manager->PushLayer();
const LayerHandle backdrop_temp_layer = render_manager->GetTopLayer();
FilterHandleList filter_handles;
for (auto& filter : backdrop_filters)
filter.compiled.AddHandleTo(filter_handles);
// Render the backdrop filters in the extended scissor region including any ink overflow.
render_manager->CompositeLayers(backdrop_source_layer, backdrop_temp_layer, BlendMode::Blend, filter_handles);
// Then composite the filter output to our destination while applying our clipping region, including any border-radius.
ApplyClippingRegion(PropertyId::BackdropFilter);
render_manager->CompositeLayers(backdrop_temp_layer, backdrop_destination_layer, BlendMode::Blend, {});
render_manager->PopLayer();
render_manager->SetScissorRegion(initial_scissor_region);
}
}
else if (render_stage == RenderStage::Exit)
{
if (!filters.empty() || !mask_images.empty())
{
ApplyClippingRegion(PropertyId::Filter);
CompiledFilter mask_image_filter;
FilterHandleList filter_handles;
filter_handles.reserve(filters.size() + (mask_images.empty() ? 0 : 1));
for (auto& filter : filters)
filter.compiled.AddHandleTo(filter_handles);
if (!mask_images.empty())
{
render_manager->PushLayer();
for (int i = (int)mask_images.size() - 1; i >= 0; i--)
{
DecoratorEntry& mask_image = mask_images[i];
if (mask_image.decorator_data)
mask_image.decorator->RenderElement(element, mask_image.decorator_data);
}
mask_image_filter = render_manager->SaveLayerAsMaskImage();
mask_image_filter.AddHandleTo(filter_handles);
render_manager->PopLayer();
}
render_manager->CompositeLayers(render_manager->GetTopLayer(), render_manager->GetNextLayer(), BlendMode::Blend, filter_handles);
render_manager->PopLayer();
render_manager->SetScissorRegion(initial_scissor_region);
}
}
}
void ElementEffects::DirtyEffects()
{
effects_dirty = true;
}
void ElementEffects::DirtyEffectsData()
{
effects_data_dirty = true;
}
} // namespace Rml