style: Make all keywords CamelCase for consistency.

This prevents confusion and paves the ground for derive(Parse) of them.
This commit is contained in:
Emilio Cobos Álvarez 2017-12-05 22:13:50 +01:00
parent 37cd870a9e
commit af879523ea
No known key found for this signature in database
GPG key ID: 056B727BB9C1027C
60 changed files with 921 additions and 836 deletions

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@ -103,11 +103,11 @@ impl KeyframesAnimationState {
// Update the next iteration direction if applicable.
match self.direction {
AnimationDirection::alternate |
AnimationDirection::alternate_reverse => {
AnimationDirection::Alternate |
AnimationDirection::AlternateReverse => {
self.current_direction = match self.current_direction {
AnimationDirection::normal => AnimationDirection::reverse,
AnimationDirection::reverse => AnimationDirection::normal,
AnimationDirection::Normal => AnimationDirection::Reverse,
AnimationDirection::Reverse => AnimationDirection::Normal,
_ => unreachable!(),
};
}
@ -551,15 +551,15 @@ pub fn maybe_start_animations(context: &SharedStyleContext,
let animation_direction = box_style.animation_direction_mod(i);
let initial_direction = match animation_direction {
AnimationDirection::normal |
AnimationDirection::alternate => AnimationDirection::normal,
AnimationDirection::reverse |
AnimationDirection::alternate_reverse => AnimationDirection::reverse,
AnimationDirection::Normal |
AnimationDirection::Alternate => AnimationDirection::Normal,
AnimationDirection::Reverse |
AnimationDirection::AlternateReverse => AnimationDirection::Reverse,
};
let running_state = match box_style.animation_play_state_mod(i) {
AnimationPlayState::paused => KeyframesRunningState::Paused(0.),
AnimationPlayState::running => KeyframesRunningState::Running,
AnimationPlayState::Paused => KeyframesRunningState::Paused(0.),
AnimationPlayState::Running => KeyframesRunningState::Running,
};
@ -677,7 +677,7 @@ pub fn update_style_for_animation(context: &SharedStyleContext,
let last_keyframe_position;
let target_keyframe_position;
match state.current_direction {
AnimationDirection::normal => {
AnimationDirection::Normal => {
target_keyframe_position =
animation.steps.iter().position(|step| {
total_progress as f32 <= step.start_percentage.0
@ -687,7 +687,7 @@ pub fn update_style_for_animation(context: &SharedStyleContext,
if pos != 0 { Some(pos - 1) } else { None }
}).unwrap_or(0);
}
AnimationDirection::reverse => {
AnimationDirection::Reverse => {
target_keyframe_position =
animation.steps.iter().rev().position(|step| {
total_progress as f32 <= 1. - step.start_percentage.0
@ -717,10 +717,10 @@ pub fn update_style_for_animation(context: &SharedStyleContext,
let relative_timespan = (target_keyframe.start_percentage.0 - last_keyframe.start_percentage.0).abs();
let relative_duration = relative_timespan as f64 * duration;
let last_keyframe_ended_at = match state.current_direction {
AnimationDirection::normal => {
AnimationDirection::Normal => {
state.started_at + (total_duration * last_keyframe.start_percentage.0 as f64)
}
AnimationDirection::reverse => {
AnimationDirection::Reverse => {
state.started_at + (total_duration * (1. - last_keyframe.start_percentage.0 as f64))
}
_ => unreachable!(),