text: /*
   * 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 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 "ElementDecoration.h"
  #include "ElementDefinition.h"
  #include "../../Include/RmlUi/Core/Decorator.h"
  #include "../../Include/RmlUi/Core/Element.h"
  #include "../../Include/RmlUi/Core/Profiling.h"
  
  namespace Rml {
  namespace Core {
  
  ElementDecoration::ElementDecoration(Element* _element)
  {
  	element = _element;
  	decorators_dirty = false;
  }
  
  ElementDecoration::~ElementDecoration()
  {
  	ReleaseDecorators();
  }
  
  // Releases existing decorators and loads all decorators required by the element's definition.
  bool ElementDecoration::ReloadDecorators()
  {
  	RMLUI_ZoneScopedC(0xB22222);
  	ReleaseDecorators();
  
  	auto& decorators_ptr = element->GetComputedValues().decorator;
  	if (!decorators_ptr)
  		return true;
  
  	for (const auto& decorator : decorators_ptr->list)
  	{
  		if (decorator)
  		{
  			LoadDecorator(decorator);
  		}
  	}
  
  	return true;
  }
  
  // Loads a single decorator and adds it to the list of loaded decorators for this element.
  int ElementDecoration::LoadDecorator(SharedPtr<const Decorator> decorator)
  {
  	DecoratorHandle element_decorator;
  	element_decorator.decorator_data = decorator->GenerateElementData(element);
  	element_decorator.decorator = std::move(decorator);
  
  	decorators.push_back(element_decorator);
  	return (int) (decorators.size() - 1);
  }
  
  // Releases all existing decorators and frees their data.
  void ElementDecoration::ReleaseDecorators()
  {
  	for (size_t i = 0; i < decorators.size(); i++)
  	{
  		if (decorators[i].decorator_data)
  			decorators[i].decorator->ReleaseElementData(decorators[i].decorator_data);
  	}
  
  	decorators.clear();
  }
  
  
  void ElementDecoration::RenderDecorators()
  {
  	// @performance: Ignore dirty flag if e.g. pseudo classes do not affect the decorators
  	if (decorators_dirty)
  	{
  		decorators_dirty = false;
  		ReloadDecorators();
  	}
  
  	// 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--)
  	{
  		DecoratorHandle& decorator = decorators[i];
  		decorator.decorator->RenderElement(element, decorator.decorator_data);
  	}
  }
  
  void ElementDecoration::DirtyDecorators()
  {
  	decorators_dirty = true;
  }
  
  }
  }
  