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Add SMIL override cascade level
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parent
18c72ac28d
commit
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4 changed files with 49 additions and 14 deletions
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@ -254,19 +254,19 @@ impl RuleTree {
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path.parent().unwrap().clone()
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}
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/// Returns new rule node without Animations and Transitions level rules.
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/// Returns new rule node without rules from declarative animations.
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pub fn remove_animation_and_transition_rules(&self, path: &StrongRuleNode) -> StrongRuleNode {
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// Return a clone if there is neither animation nor transition level.
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// Return a clone if there are no animation rules.
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if !path.has_animation_or_transition_rules() {
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return path.clone();
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}
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let iter = path.self_and_ancestors().take_while(|node| node.cascade_level() >= CascadeLevel::Animations);
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let iter = path.self_and_ancestors().take_while(
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|node| node.cascade_level() >= CascadeLevel::SMILOverride);
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let mut last = path;
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let mut children = vec![];
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for node in iter {
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if node.cascade_level() != CascadeLevel::Animations &&
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node.cascade_level() != CascadeLevel::Transitions {
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if node.cascade_level().is_animation() {
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children.push((node.get().source.clone().unwrap(), node.cascade_level()));
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}
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last = node;
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@ -301,6 +301,8 @@ pub enum CascadeLevel {
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AuthorNormal,
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/// Style attribute normal rules.
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StyleAttributeNormal,
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/// SVG SMIL animations.
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SMILOverride,
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/// CSS animations and script-generated animations.
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Animations,
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/// Author-supplied important rules.
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@ -333,6 +335,7 @@ impl CascadeLevel {
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match *self {
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CascadeLevel::Transitions |
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CascadeLevel::Animations |
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CascadeLevel::SMILOverride |
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CascadeLevel::StyleAttributeNormal |
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CascadeLevel::StyleAttributeImportant => true,
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_ => false,
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@ -362,6 +365,17 @@ impl CascadeLevel {
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Importance::Normal
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}
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}
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/// Returns whether this cascade level represents an animation rules.
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#[inline]
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pub fn is_animation(&self) -> bool {
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match *self {
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CascadeLevel::SMILOverride |
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CascadeLevel::Animations |
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CascadeLevel::Transitions => true,
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_ => false,
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}
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}
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}
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struct RuleNode {
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@ -780,8 +794,8 @@ impl StrongRuleNode {
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/// Returns true if there is either animation or transition level rule.
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pub fn has_animation_or_transition_rules(&self) -> bool {
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self.self_and_ancestors()
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.take_while(|node| node.cascade_level() >= CascadeLevel::Animations)
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.any(|node| matches!(node.cascade_level(), CascadeLevel::Animations | CascadeLevel::Transitions))
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.take_while(|node| node.cascade_level() >= CascadeLevel::SMILOverride)
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.any(|node| node.cascade_level().is_animation())
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}
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}
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