style: Add support to the animation shorthand and fix parsing of animation-name.

This commit is contained in:
Emilio Cobos Álvarez 2016-07-01 12:12:56 -07:00 committed by Emilio Cobos Álvarez
parent 4fafcb121f
commit 411ae84908
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GPG key ID: 056B727BB9C1027C
5 changed files with 194 additions and 46 deletions

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@ -14,8 +14,20 @@
})
</%helpers:shorthand>
macro_rules! try_parse_one {
($input: expr, $var: ident, $prop_module: ident) => {
if $var.is_none() {
if let Ok(value) = $input.try($prop_module::parse_one) {
$var = Some(value);
continue;
}
}
}
}
<%helpers:shorthand name="transition"
sub_properties="transition-property transition-duration transition-timing-function
sub_properties="transition-property transition-duration
transition-timing-function
transition-delay">
use properties::longhands::{transition_delay, transition_duration, transition_property};
use properties::longhands::{transition_timing_function};
@ -31,35 +43,10 @@
let (mut property, mut duration) = (None, None);
let (mut timing_function, mut delay) = (None, None);
loop {
if property.is_none() {
if let Ok(value) = input.try(transition_property::SingleSpecifiedValue::parse) {
property = Some(value);
continue
}
}
if duration.is_none() {
if let Ok(value) = input.try(|input| transition_duration::parse_one(input)) {
duration = Some(value);
continue
}
}
if timing_function.is_none() {
if let Ok(value) = input.try(|input| {
transition_timing_function::parse_one(input)
}) {
timing_function = Some(value);
continue
}
}
if delay.is_none() {
if let Ok(value) = input.try(|input| transition_delay::parse_one(input)) {
delay = Some(value);
continue;
}
}
try_parse_one!(input, property, transition_property);
try_parse_one!(input, duration, transition_duration);
try_parse_one!(input, timing_function, transition_timing_function);
try_parse_one!(input, delay, transition_delay);
break
}
@ -68,12 +55,12 @@
Ok(SingleTransition {
transition_property: property,
transition_duration:
duration.unwrap_or(transition_duration::get_initial_single_value()),
duration.unwrap_or_else(transition_duration::get_initial_single_value),
transition_timing_function:
timing_function.unwrap_or(
transition_timing_function::get_initial_single_value()),
timing_function.unwrap_or_else(
transition_timing_function::get_initial_single_value),
transition_delay:
delay.unwrap_or(transition_delay::get_initial_single_value()),
delay.unwrap_or_else(transition_delay::get_initial_single_value),
})
} else {
Err(())
@ -107,3 +94,121 @@
transition_delay: Some(transition_delay::SpecifiedValue(delays)),
})
</%helpers:shorthand>
<%helpers:shorthand name="animation"
sub_properties="animation-name animation-duration
animation-timing-function animation-delay
animation-iteration-count animation-direction
animation-fill-mode animation-play-state">
use properties::longhands::{animation_name, animation_duration, animation_timing_function};
use properties::longhands::{animation_delay, animation_iteration_count, animation_direction};
use properties::longhands::{animation_fill_mode, animation_play_state};
struct SingleAnimation {
animation_name: animation_name::SingleSpecifiedValue,
animation_duration: animation_duration::SingleSpecifiedValue,
animation_timing_function: animation_timing_function::SingleSpecifiedValue,
animation_delay: animation_delay::SingleSpecifiedValue,
animation_iteration_count: animation_iteration_count::SingleSpecifiedValue,
animation_direction: animation_direction::SingleSpecifiedValue,
animation_fill_mode: animation_fill_mode::SingleSpecifiedValue,
animation_play_state: animation_play_state::SingleSpecifiedValue,
}
fn parse_one_animation(input: &mut Parser) -> Result<SingleAnimation,()> {
let mut duration = None;
let mut timing_function = None;
let mut delay = None;
let mut iteration_count = None;
let mut direction = None;
let mut fill_mode = None;
let mut play_state = None;
let mut name = None;
// NB: Name must be the last one here so that keywords valid for other
// longhands are not interpreted as names.
//
// Also, duration must be before delay, see
// https://drafts.csswg.org/css-animations/#typedef-single-animation
loop {
try_parse_one!(input, duration, animation_duration);
try_parse_one!(input, timing_function, animation_timing_function);
try_parse_one!(input, delay, animation_delay);
try_parse_one!(input, iteration_count, animation_iteration_count);
try_parse_one!(input, direction, animation_direction);
try_parse_one!(input, fill_mode, animation_fill_mode);
try_parse_one!(input, play_state, animation_play_state);
try_parse_one!(input, name, animation_name);
break
}
if let Some(name) = name {
Ok(SingleAnimation {
animation_name: name,
animation_duration:
duration.unwrap_or_else(animation_duration::get_initial_single_value),
animation_timing_function:
timing_function.unwrap_or_else(animation_timing_function::get_initial_single_value),
animation_delay:
delay.unwrap_or_else(animation_delay::get_initial_single_value),
animation_iteration_count:
iteration_count.unwrap_or_else(animation_iteration_count::get_initial_single_value),
animation_direction:
direction.unwrap_or_else(animation_direction::get_initial_single_value),
animation_fill_mode:
fill_mode.unwrap_or_else(animation_fill_mode::get_initial_single_value),
animation_play_state:
play_state.unwrap_or_else(animation_play_state::get_initial_single_value),
})
} else {
Err(())
}
}
if input.try(|input| input.expect_ident_matching("none")).is_ok() {
return Ok(Longhands {
animation_name: None,
animation_duration: None,
animation_timing_function: None,
animation_delay: None,
animation_iteration_count: None,
animation_direction: None,
animation_fill_mode: None,
animation_play_state: None,
})
}
let results = try!(input.parse_comma_separated(parse_one_animation));
let mut names = vec![];
let mut durations = vec![];
let mut timing_functions = vec![];
let mut delays = vec![];
let mut iteration_counts = vec![];
let mut directions = vec![];
let mut fill_modes = vec![];
let mut play_states = vec![];
for result in results.into_iter() {
names.push(result.animation_name);
durations.push(result.animation_duration);
timing_functions.push(result.animation_timing_function);
delays.push(result.animation_delay);
iteration_counts.push(result.animation_iteration_count);
directions.push(result.animation_direction);
fill_modes.push(result.animation_fill_mode);
play_states.push(result.animation_play_state);
}
Ok(Longhands {
animation_name: Some(animation_name::SpecifiedValue(names)),
animation_duration: Some(animation_duration::SpecifiedValue(durations)),
animation_timing_function: Some(animation_timing_function::SpecifiedValue(timing_functions)),
animation_delay: Some(animation_delay::SpecifiedValue(delays)),
animation_iteration_count: Some(animation_iteration_count::SpecifiedValue(iteration_counts)),
animation_direction: Some(animation_direction::SpecifiedValue(directions)),
animation_fill_mode: Some(animation_fill_mode::SpecifiedValue(fill_modes)),
animation_play_state: Some(animation_play_state::SpecifiedValue(play_states)),
})
</%helpers:shorthand>