ElementEffects.h 2.9 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. #ifndef RMLUI_CORE_ELEMENTEFFECTS_H
  29. #define RMLUI_CORE_ELEMENTEFFECTS_H
  30. #include "../../Include/RmlUi/Core/CompiledFilterShader.h"
  31. #include "../../Include/RmlUi/Core/Types.h"
  32. namespace Rml {
  33. class Decorator;
  34. class Element;
  35. class Filter;
  36. enum class RenderStage { Enter, Decoration, Exit };
  37. /**
  38. Manages and renders an element's effects: decorators, filters, backdrop filters, and mask images.
  39. */
  40. class ElementEffects {
  41. public:
  42. ElementEffects(Element* element);
  43. ~ElementEffects();
  44. void InstanceEffects();
  45. void RenderEffects(RenderStage render_stage);
  46. // Mark effects as dirty and force them to reset themselves.
  47. void DirtyEffects();
  48. // Mark the element data of effects as dirty.
  49. void DirtyEffectsData();
  50. private:
  51. // Releases existing element data of effects, and regenerates it.
  52. void ReloadEffectsData();
  53. // Releases all existing effects and their element data.
  54. void ReleaseEffects();
  55. struct DecoratorEntry {
  56. SharedPtr<const Decorator> decorator;
  57. DecoratorDataHandle decorator_data;
  58. BoxArea paint_area;
  59. };
  60. using DecoratorEntryList = Vector<DecoratorEntry>;
  61. struct FilterEntry {
  62. SharedPtr<const Filter> filter;
  63. CompiledFilter compiled;
  64. };
  65. using FilterEntryList = Vector<FilterEntry>;
  66. Element* element;
  67. // The list of decorators and filters used by this element.
  68. DecoratorEntryList decorators;
  69. DecoratorEntryList mask_images;
  70. FilterEntryList filters;
  71. FilterEntryList backdrop_filters;
  72. // If set, a full reload is necessary.
  73. bool effects_dirty = false;
  74. // If set, element data of all decorators need to be regenerated.
  75. bool effects_data_dirty = false;
  76. };
  77. } // namespace Rml
  78. #endif