Bump euclid to 0.14.

This commit is contained in:
Nicolas Silva 2017-06-02 14:50:26 +02:00
parent 5dce166266
commit 8617320500
88 changed files with 349 additions and 381 deletions

View file

@ -14,7 +14,7 @@ use app_units::{AU_PER_PX, Au};
use block::{BlockFlow, BlockStackingContextType};
use canvas_traits::{CanvasData, CanvasMsg, FromLayoutMsg};
use context::LayoutContext;
use euclid::{Matrix4D, Point2D, Rect, SideOffsets2D, Size2D, TypedSize2D};
use euclid::{Transform3D, Point2D, Vector2D, Rect, SideOffsets2D, Size2D, TypedSize2D};
use flex::FlexFlow;
use flow::{BaseFlow, Flow, IS_ABSOLUTELY_POSITIONED};
use flow_ref::FlowRef;
@ -1223,8 +1223,8 @@ impl FragmentDisplayListBuilding for Fragment {
// This is the vector between the center and the ending point; i.e. half
// of the distance between the starting point and the ending point.
let delta = Point2D::new(Au::from_f32_px(dir.x * inv_dir_length * line_length / 2.0),
Au::from_f32_px(dir.y * inv_dir_length * line_length / 2.0));
let delta = Vector2D::new(Au::from_f32_px(dir.x * inv_dir_length * line_length / 2.0),
Au::from_f32_px(dir.y * inv_dir_length * line_length / 2.0));
// This is the length of the gradient line.
let length = Au::from_f32_px(
@ -1347,8 +1347,8 @@ impl FragmentDisplayListBuilding for Fragment {
// NB: According to CSS-BACKGROUNDS, box shadows render in *reverse* order (front to back).
for box_shadow in style.get_effects().box_shadow.0.iter().rev() {
let bounds =
shadow_bounds(&absolute_bounds.translate(&Point2D::new(box_shadow.offset_x,
box_shadow.offset_y)),
shadow_bounds(&absolute_bounds.translate(&Vector2D::new(box_shadow.offset_x,
box_shadow.offset_y)),
box_shadow.blur_radius,
box_shadow.spread_radius);
@ -1362,7 +1362,7 @@ impl FragmentDisplayListBuilding for Fragment {
base: base,
box_bounds: *absolute_bounds,
color: style.resolve_color(box_shadow.color).to_gfx_color(),
offset: Point2D::new(box_shadow.offset_x, box_shadow.offset_y),
offset: Vector2D::new(box_shadow.offset_x, box_shadow.offset_y),
blur_radius: box_shadow.blur_radius,
spread_radius: box_shadow.spread_radius,
border_radius: model::specified_border_radius(style.get_border()
@ -1999,9 +1999,9 @@ impl FragmentDisplayListBuilding for Fragment {
// First, compute the offset of our border box (including relative positioning)
// from our flow origin, since that is what `BaseFlow::overflow` is relative to.
let border_box_offset =
border_box.translate(&-base_flow.stacking_relative_position).origin;
border_box.translate(&-base_flow.stacking_relative_position.to_vector()).origin;
// Then, using that, compute our overflow region relative to our border box.
let overflow = base_flow.overflow.paint.translate(&-border_box_offset);
let overflow = base_flow.overflow.paint.translate(&-border_box_offset.to_vector());
// Create the filter pipeline.
let effects = self.style().get_effects();
@ -2046,7 +2046,7 @@ impl FragmentDisplayListBuilding for Fragment {
} else {
self.style().get_color().color
};
let offset = text_shadow.map(|s| Point2D::new(s.offset_x, s.offset_y)).unwrap_or_else(Point2D::zero);
let offset = text_shadow.map(|s| Vector2D::new(s.offset_x, s.offset_y)).unwrap_or_else(Vector2D::zero);
let shadow_blur_radius = text_shadow.map(|s| s.blur_radius).unwrap_or(Au(0));
// Determine the orientation and cursor to use.
@ -2068,7 +2068,7 @@ impl FragmentDisplayListBuilding for Fragment {
LogicalPoint::new(self.style.writing_mode,
Au(0),
metrics.ascent).to_physical(self.style.writing_mode,
container_size);
container_size).to_vector();
// Create the text display item.
let base = state.create_base_display_item(&stacking_relative_content_box,
@ -2158,7 +2158,7 @@ impl FragmentDisplayListBuilding for Fragment {
base: base,
box_bounds: stacking_relative_box,
color: color.to_gfx_color(),
offset: Point2D::zero(),
offset: Vector2D::zero(),
blur_radius: blur_radius,
spread_radius: Au(0),
border_radius: Au(0),
@ -2300,7 +2300,7 @@ impl BlockFlowDisplayListBuilding for BlockFlow {
};
let perspective = self.fragment.perspective_matrix(&border_box)
.unwrap_or_else(Matrix4D::identity);
.unwrap_or_else(Transform3D::identity);
let transform = transform.pre_mul(&perspective).inverse();
let origin = &border_box.origin;