/*
* 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