Add a function that returns new rules by removing transition and animation level rules.

This will be used for additive animations and SMIL.
This commit is contained in:
Hiroyuki Ikezoe 2017-03-24 09:54:49 +09:00
parent 959f1c8360
commit aa6433b6d6

View file

@ -249,6 +249,27 @@ impl RuleTree {
path.parent().unwrap().clone()
}
/// Returns new rule node without Animations and Transitions level rules.
pub fn remove_animation_and_transition_rules(&self, path: &StrongRuleNode) -> StrongRuleNode {
// Return a clone if there is neither animation nor transition level.
if !path.has_animation_or_transition_rules() {
return path.clone();
}
let iter = path.self_and_ancestors().take_while(|node| node.cascade_level() >= CascadeLevel::Animations);
let mut last = path;
let mut children = vec![];
for node in iter {
if node.cascade_level() != CascadeLevel::Animations &&
node.cascade_level() != CascadeLevel::Transitions {
children.push((node.get().source.clone().unwrap(), node.cascade_level()));
}
last = node;
}
self.insert_ordered_rules_from(last.parent().unwrap().clone(), children.into_iter().rev())
}
}
/// The number of RuleNodes added to the free list before we will consider
@ -738,6 +759,13 @@ impl StrongRuleNode {
self.gc();
}
}
/// Returns true if there is either animation or transition level rule.
pub fn has_animation_or_transition_rules(&self) -> bool {
self.self_and_ancestors()
.take_while(|node| node.cascade_level() >= CascadeLevel::Animations)
.any(|node| matches!(node.cascade_level(), CascadeLevel::Animations | CascadeLevel::Transitions))
}
}
/// An iterator over a rule node and its ancestors.