Hoist the rest of css/matching.rs into style/.

This commit is contained in:
Bobby Holley 2015-12-31 13:38:51 -08:00
parent 94b0789a5f
commit 513a75d86a
11 changed files with 440 additions and 458 deletions

View file

@ -4,7 +4,7 @@
use app_units::Au;
use cssparser::{Color, RGBA};
use dom::OpaqueNode;
use dom::{OpaqueNode, TRestyleDamage};
use euclid::point::Point2D;
use properties::ComputedValues;
use properties::longhands::background_position::computed_value::T as BackgroundPosition;
@ -26,6 +26,9 @@ use properties::longhands::visibility::computed_value::T as Visibility;
use properties::longhands::z_index::computed_value::T as ZIndex;
use std::cmp::Ordering;
use std::iter::repeat;
use std::sync::mpsc::Sender;
use std::sync::{Arc, Mutex};
use time;
use util::bezier::Bezier;
use values::CSSFloat;
use values::computed::{Angle, LengthOrPercentageOrAuto, LengthOrPercentageOrNone};
@ -922,3 +925,62 @@ impl<T> GetMod for Vec<T> {
&(*self)[i % self.len()]
}
}
/// Inserts transitions into the queue of running animations as applicable for the given style
/// difference. This is called from the layout worker threads. Returns true if any animations were
/// kicked off and false otherwise.
pub fn start_transitions_if_applicable(new_animations_sender: &Mutex<Sender<Animation>>,
node: OpaqueNode,
old_style: &ComputedValues,
new_style: &mut ComputedValues)
-> bool {
let mut had_animations = false;
for i in 0..new_style.get_animation().transition_property.0.len() {
// Create any property animations, if applicable.
let property_animations = PropertyAnimation::from_transition(i, old_style, new_style);
for property_animation in property_animations {
// Set the property to the initial value.
property_animation.update(new_style, 0.0);
// Kick off the animation.
let now = time::precise_time_s();
let animation_style = new_style.get_animation();
let start_time =
now + (animation_style.transition_delay.0.get_mod(i).seconds() as f64);
new_animations_sender.lock().unwrap().send(Animation {
node: node,
property_animation: property_animation,
start_time: start_time,
end_time: start_time +
(animation_style.transition_duration.0.get_mod(i).seconds() as f64),
}).unwrap();
had_animations = true
}
}
had_animations
}
/// Updates a single animation and associated style based on the current time. If `damage` is
/// provided, inserts the appropriate restyle damage.
pub fn update_style_for_animation<ConcreteRestyleDamage: TRestyleDamage>(animation: &Animation,
style: &mut Arc<ComputedValues>,
damage: Option<&mut ConcreteRestyleDamage>) {
let now = time::precise_time_s();
let mut progress = (now - animation.start_time) / animation.duration();
if progress > 1.0 {
progress = 1.0
}
if progress <= 0.0 {
return
}
let mut new_style = (*style).clone();
animation.property_animation.update(&mut *Arc::make_mut(&mut new_style), progress);
if let Some(damage) = damage {
*damage = *damage | ConcreteRestyleDamage::compute(&Some((*style).clone()), &new_style);
}
*style = new_style
}