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Add a function that returns new rules by removing transition and animation level rules.
This will be used for additive animations and SMIL.
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1 changed files with 28 additions and 0 deletions
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@ -249,6 +249,27 @@ 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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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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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 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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children.push((node.get().source.clone().unwrap(), node.cascade_level()));
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}
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last = node;
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}
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self.insert_ordered_rules_from(last.parent().unwrap().clone(), children.into_iter().rev())
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}
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}
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/// The number of RuleNodes added to the free list before we will consider
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@ -738,6 +759,13 @@ impl StrongRuleNode {
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self.gc();
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}
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}
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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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}
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}
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/// An iterator over a rule node and its ancestors.
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