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Code/ThirdParty/RmlUi/Source/Core/ElementEffects.h
65 строк
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C-Core
Updated RmlUi to 6.2 and added some improvements (#1813)
10 фев 2026, 01:19
Не верифицирован
10 фев 2026, 01:19
58e2d41
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#pragma once #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<const Decorator> decorator; DecoratorDataHandle decorator_data; BoxArea paint_area; }; using DecoratorEntryList = Vector<DecoratorEntry>; struct FilterEntry { SharedPtr<const Filter> filter; CompiledFilter compiled; }; using FilterEntryList = Vector<FilterEntry>; 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