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

@ -10,7 +10,7 @@ use StyleArc;
use app_units::Au;
use canvas_traits::CanvasMsg;
use context::{LayoutContext, with_thread_local_font_context};
use euclid::{Matrix4D, Point2D, Radians, Rect, Size2D};
use euclid::{Transform3D, Point2D, Vector2D, Radians, Rect, Size2D};
use floats::ClearType;
use flow::{self, ImmutableFlowUtils};
use flow_ref::FlowRef;
@ -2440,7 +2440,7 @@ impl Fragment {
// this.
let relative_position = self.relative_position(relative_containing_block_size);
border_box.translate_by_size(&relative_position.to_physical(self.style.writing_mode))
.translate(stacking_relative_flow_origin)
.translate(&stacking_relative_flow_origin.to_vector())
}
/// Given the stacking-context-relative border box, returns the stacking-context-relative
@ -2551,7 +2551,7 @@ impl Fragment {
// Box shadows cause us to draw outside our border box.
for box_shadow in &self.style().get_effects().box_shadow.0 {
let offset = Point2D::new(box_shadow.offset_x, box_shadow.offset_y);
let offset = Vector2D::new(box_shadow.offset_x, box_shadow.offset_y);
let inflation = box_shadow.spread_radius + box_shadow.blur_radius *
BLUR_INFLATION_FACTOR;
overflow.paint = overflow.paint.union(&border_box.translate(&offset)
@ -2842,13 +2842,13 @@ impl Fragment {
}
/// Returns the 4D matrix representing this fragment's transform.
pub fn transform_matrix(&self, stacking_relative_border_box: &Rect<Au>) -> Option<Matrix4D<f32>> {
pub fn transform_matrix(&self, stacking_relative_border_box: &Rect<Au>) -> Option<Transform3D<f32>> {
let operations = match self.style.get_box().transform.0 {
None => return None,
Some(ref operations) => operations,
};
let mut transform = Matrix4D::identity();
let mut transform = Transform3D::identity();
let transform_origin = &self.style.get_box().transform_origin;
let transform_origin_x =
transform_origin.horizontal
@ -2860,30 +2860,30 @@ impl Fragment {
.to_f32_px();
let transform_origin_z = transform_origin.depth.to_f32_px();
let pre_transform = Matrix4D::create_translation(transform_origin_x,
transform_origin_y,
transform_origin_z);
let post_transform = Matrix4D::create_translation(-transform_origin_x,
-transform_origin_y,
-transform_origin_z);
let pre_transform = Transform3D::create_translation(transform_origin_x,
transform_origin_y,
transform_origin_z);
let post_transform = Transform3D::create_translation(-transform_origin_x,
-transform_origin_y,
-transform_origin_z);
for operation in operations {
let matrix = match *operation {
transform::ComputedOperation::Rotate(ax, ay, az, theta) => {
let theta = 2.0f32 * f32::consts::PI - theta.radians();
Matrix4D::create_rotation(ax, ay, az, Radians::new(theta))
Transform3D::create_rotation(ax, ay, az, Radians::new(theta))
}
transform::ComputedOperation::Perspective(d) => {
create_perspective_matrix(d)
}
transform::ComputedOperation::Scale(sx, sy, sz) => {
Matrix4D::create_scale(sx, sy, sz)
Transform3D::create_scale(sx, sy, sz)
}
transform::ComputedOperation::Translate(tx, ty, tz) => {
let tx = tx.to_used_value(stacking_relative_border_box.size.width).to_f32_px();
let ty = ty.to_used_value(stacking_relative_border_box.size.height).to_f32_px();
let tz = tz.to_f32_px();
Matrix4D::create_translation(tx, ty, tz)
Transform3D::create_translation(tx, ty, tz)
}
transform::ComputedOperation::Matrix(m) => {
m.to_gfx_matrix()
@ -2893,14 +2893,14 @@ impl Fragment {
unreachable!()
}
transform::ComputedOperation::Skew(theta_x, theta_y) => {
Matrix4D::create_skew(Radians::new(theta_x.radians()),
Transform3D::create_skew(Radians::new(theta_x.radians()),
Radians::new(theta_y.radians()))
}
transform::ComputedOperation::InterpolateMatrix { .. } |
transform::ComputedOperation::AccumulateMatrix { .. } => {
// TODO: Convert InterpolateMatrix/AccmulateMatrix into a valid Matrix4D by
// TODO: Convert InterpolateMatrix/AccmulateMatrix into a valid Transform3D by
// the reference box.
Matrix4D::identity()
Transform3D::identity()
}
};
@ -2911,7 +2911,7 @@ impl Fragment {
}
/// Returns the 4D matrix representing this fragment's perspective.
pub fn perspective_matrix(&self, stacking_relative_border_box: &Rect<Au>) -> Option<Matrix4D<f32>> {
pub fn perspective_matrix(&self, stacking_relative_border_box: &Rect<Au>) -> Option<Transform3D<f32>> {
match self.style().get_box().perspective {
Either::First(length) => {
let perspective_origin = self.style().get_box().perspective_origin;
@ -2924,12 +2924,12 @@ impl Fragment {
.to_used_value(stacking_relative_border_box.size.height)
.to_f32_px());
let pre_transform = Matrix4D::create_translation(perspective_origin.x,
perspective_origin.y,
0.0);
let post_transform = Matrix4D::create_translation(-perspective_origin.x,
-perspective_origin.y,
0.0);
let pre_transform = Transform3D::create_translation(perspective_origin.x,
perspective_origin.y,
0.0);
let post_transform = Transform3D::create_translation(-perspective_origin.x,
-perspective_origin.y,
0.0);
let perspective_matrix = create_perspective_matrix(length);
@ -3099,9 +3099,9 @@ impl Overflow {
self.paint = self.paint.union(&other.paint);
}
pub fn translate(&mut self, point: &Point2D<Au>) {
self.scroll = self.scroll.translate(point);
self.paint = self.paint.translate(point);
pub fn translate(&mut self, by: &Vector2D<Au>) {
self.scroll = self.scroll.translate(by);
self.paint = self.paint.translate(by);
}
}
@ -3184,11 +3184,11 @@ impl Serialize for DebugId {
// and behaves as it does in other browsers.
// See https://lists.w3.org/Archives/Public/www-style/2016Jan/0020.html for more details.
#[inline]
fn create_perspective_matrix(d: Au) -> Matrix4D<f32> {
fn create_perspective_matrix(d: Au) -> Transform3D<f32> {
let d = d.to_f32_px();
if d <= 0.0 {
Matrix4D::identity()
Transform3D::identity()
} else {
Matrix4D::create_perspective(d)
Transform3D::create_perspective(d)
}
}