Introduce style::values::animated::color

Starting to remove stuff from style::properties::animated_properties for real.
This commit is contained in:
Anthony Ramine 2017-08-14 01:25:02 +02:00
parent 60c44b072c
commit 49204e2c72
14 changed files with 377 additions and 317 deletions

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@ -0,0 +1,214 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
//! Animated types for CSS colors.
use properties::animated_properties::Animatable;
use values::animated::ToAnimatedZero;
use values::distance::{ComputeSquaredDistance, SquaredDistance};
/// An animated RGBA color.
///
/// Unlike in computed values, each component value may exceed the
/// range `[0.0, 1.0]`.
#[cfg_attr(feature = "servo", derive(HeapSizeOf))]
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct RGBA {
/// The red component.
pub red: f32,
/// The green component.
pub green: f32,
/// The blue component.
pub blue: f32,
/// The alpha component.
pub alpha: f32,
}
impl RGBA {
/// Returns a transparent color.
#[inline]
pub fn transparent() -> Self {
Self::new(0., 0., 0., 0.)
}
/// Returns a new color.
#[inline]
pub fn new(red: f32, green: f32, blue: f32, alpha: f32) -> Self {
RGBA { red: red, green: green, blue: blue, alpha: alpha }
}
}
/// Unlike Animatable for computed colors, we don't clamp any component values.
///
/// FIXME(nox): Why do computed colors even implement Animatable?
impl Animatable for RGBA {
#[inline]
fn add_weighted(&self, other: &Self, self_portion: f64, other_portion: f64) -> Result<Self, ()> {
let mut alpha = self.alpha.add_weighted(&other.alpha, self_portion, other_portion)?;
if alpha <= 0. {
// Ideally we should return color value that only alpha component is
// 0, but this is what current gecko does.
return Ok(RGBA::transparent());
}
alpha = alpha.min(1.);
let red = (self.red * self.alpha).add_weighted(
&(other.red * other.alpha), self_portion, other_portion
)? * 1. / alpha;
let green = (self.green * self.alpha).add_weighted(
&(other.green * other.alpha), self_portion, other_portion
)? * 1. / alpha;
let blue = (self.blue * self.alpha).add_weighted(
&(other.blue * other.alpha), self_portion, other_portion
)? * 1. / alpha;
Ok(RGBA::new(red, green, blue, alpha))
}
}
impl ComputeSquaredDistance for RGBA {
#[inline]
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
let start = [ self.alpha, self.red * self.alpha, self.green * self.alpha, self.blue * self.alpha ];
let end = [ other.alpha, other.red * other.alpha, other.green * other.alpha, other.blue * other.alpha ];
start.iter().zip(&end).map(|(this, other)| this.compute_squared_distance(other)).sum()
}
}
impl ToAnimatedZero for RGBA {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
Ok(RGBA::transparent())
}
}
#[allow(missing_docs)]
#[cfg_attr(feature = "servo", derive(HeapSizeOf))]
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Color {
pub color: RGBA,
pub foreground_ratio: f32,
}
impl Color {
fn currentcolor() -> Self {
Color {
color: RGBA::transparent(),
foreground_ratio: 1.,
}
}
/// Returns a transparent intermediate color.
pub fn transparent() -> Self {
Color {
color: RGBA::transparent(),
foreground_ratio: 0.,
}
}
fn is_currentcolor(&self) -> bool {
self.foreground_ratio >= 1.
}
fn is_numeric(&self) -> bool {
self.foreground_ratio <= 0.
}
fn effective_intermediate_rgba(&self) -> RGBA {
RGBA {
alpha: self.color.alpha * (1. - self.foreground_ratio),
.. self.color
}
}
}
impl Animatable for Color {
#[inline]
fn add_weighted(&self, other: &Self, self_portion: f64, other_portion: f64) -> Result<Self, ()> {
// Common cases are interpolating between two numeric colors,
// two currentcolors, and a numeric color and a currentcolor.
//
// Note: this algorithm assumes self_portion + other_portion
// equals to one, so it may be broken for additive operation.
// To properly support additive color interpolation, we would
// need two ratio fields in computed color types.
if self.foreground_ratio == other.foreground_ratio {
if self.is_currentcolor() {
Ok(Color::currentcolor())
} else {
Ok(Color {
color: self.color.add_weighted(&other.color, self_portion, other_portion)?,
foreground_ratio: self.foreground_ratio,
})
}
} else if self.is_currentcolor() && other.is_numeric() {
Ok(Color {
color: other.color,
foreground_ratio: self_portion as f32,
})
} else if self.is_numeric() && other.is_currentcolor() {
Ok(Color {
color: self.color,
foreground_ratio: other_portion as f32,
})
} else {
// For interpolating between two complex colors, we need to
// generate colors with effective alpha value.
let self_color = self.effective_intermediate_rgba();
let other_color = other.effective_intermediate_rgba();
let color = self_color.add_weighted(&other_color, self_portion, other_portion)?;
// Then we compute the final foreground ratio, and derive
// the final alpha value from the effective alpha value.
let foreground_ratio = self.foreground_ratio
.add_weighted(&other.foreground_ratio, self_portion, other_portion)?;
let alpha = color.alpha / (1. - foreground_ratio);
Ok(Color {
color: RGBA {
alpha: alpha,
.. color
},
foreground_ratio: foreground_ratio,
})
}
}
}
impl ComputeSquaredDistance for Color {
#[inline]
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
// All comments in add_weighted also applies here.
if self.foreground_ratio == other.foreground_ratio {
if self.is_currentcolor() {
Ok(SquaredDistance::Value(0.))
} else {
self.color.compute_squared_distance(&other.color)
}
} else if self.is_currentcolor() && other.is_numeric() {
Ok(
RGBA::transparent().compute_squared_distance(&other.color)? +
SquaredDistance::Value(1.),
)
} else if self.is_numeric() && other.is_currentcolor() {
Ok(
self.color.compute_squared_distance(&RGBA::transparent())? +
SquaredDistance::Value(1.),
)
} else {
let self_color = self.effective_intermediate_rgba();
let other_color = other.effective_intermediate_rgba();
Ok(
self_color.compute_squared_distance(&other_color)? +
self.foreground_ratio.compute_squared_distance(&other.foreground_ratio)?,
)
}
}
}
impl ToAnimatedZero for Color {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
/// FIXME(nox): This does not look correct to me.
Err(())
}
}

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@ -4,7 +4,7 @@
//! Animated types for CSS values related to effects.
use properties::animated_properties::{Animatable, IntermediateColor};
use properties::animated_properties::Animatable;
use properties::longhands::box_shadow::computed_value::T as ComputedBoxShadowList;
use properties::longhands::filter::computed_value::T as ComputedFilterList;
use properties::longhands::text_shadow::computed_value::T as ComputedTextShadowList;
@ -12,6 +12,7 @@ use std::cmp;
#[cfg(not(feature = "gecko"))]
use values::Impossible;
use values::animated::{ToAnimatedValue, ToAnimatedZero};
use values::animated::color::Color;
use values::computed::{Angle, NonNegativeNumber};
use values::computed::length::{Length, NonNegativeLength};
use values::distance::{ComputeSquaredDistance, SquaredDistance};
@ -33,7 +34,7 @@ pub type TextShadowList = ShadowList<SimpleShadow>;
pub struct ShadowList<Shadow>(Vec<Shadow>);
/// An animated value for a single `box-shadow`.
pub type BoxShadow = GenericBoxShadow<IntermediateColor, Length, NonNegativeLength, Length>;
pub type BoxShadow = GenericBoxShadow<Color, Length, NonNegativeLength, Length>;
/// An animated value for the `filter` property.
#[cfg_attr(feature = "servo", derive(HeapSizeOf))]
@ -49,7 +50,7 @@ pub type Filter = GenericFilter<Angle, NonNegativeNumber, NonNegativeLength, Sim
pub type Filter = GenericFilter<Angle, NonNegativeNumber, NonNegativeLength, Impossible>;
/// An animated value for the `drop-shadow()` filter.
pub type SimpleShadow = GenericSimpleShadow<IntermediateColor, Length, NonNegativeLength>;
pub type SimpleShadow = GenericSimpleShadow<Color, Length, NonNegativeLength>;
impl ToAnimatedValue for ComputedBoxShadowList {
type AnimatedValue = BoxShadowList;
@ -231,7 +232,7 @@ impl ToAnimatedZero for SimpleShadow {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
Ok(SimpleShadow {
color: IntermediateColor::transparent(),
color: Color::transparent(),
horizontal: self.horizontal.to_animated_zero()?,
vertical: self.vertical.to_animated_zero()?,
blur: self.blur.to_animated_zero()?,

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@ -24,6 +24,7 @@ use values::computed::NonNegativeNumber as ComputedNonNegativeNumber;
use values::computed::PositiveInteger as ComputedPositiveInteger;
use values::specified::url::SpecifiedUrl;
pub mod color;
pub mod effects;
/// Conversion between computed values and intermediate values for animations.