Parameterize the rest of the style system on TNode.

This commit is contained in:
Bobby Holley 2016-03-10 16:17:52 -08:00
parent 5c749127cc
commit c2daea2c9c
37 changed files with 149 additions and 113 deletions

View file

@ -24,6 +24,7 @@ use properties::longhands::transition_timing_function::computed_value::{Transiti
use properties::longhands::vertical_align::computed_value::T as VerticalAlign;
use properties::longhands::visibility::computed_value::T as Visibility;
use properties::longhands::z_index::computed_value::T as ZIndex;
use properties::style_struct_traits::TAnimation;
use properties::{ComputedValues, TComputedValues};
use std::cmp::Ordering;
use std::iter::repeat;
@ -73,7 +74,7 @@ impl PropertyAnimation {
-> Vec<PropertyAnimation> {
let mut result = Vec::new();
let transition_property =
new_style.get_animation().transition_property.0[transition_index];
new_style.as_servo().get_animation().transition_property.0[transition_index];
if transition_property != TransitionProperty::All {
if let Some(property_animation) =
PropertyAnimation::from_transition_property(transition_property,
@ -929,22 +930,22 @@ impl<T> GetMod for Vec<T> {
/// Inserts transitions into the queue of running animations as applicable for the given style
/// difference. This is called from the layout worker threads. Returns true if any animations were
/// kicked off and false otherwise.
pub fn start_transitions_if_applicable(new_animations_sender: &Mutex<Sender<Animation>>,
node: OpaqueNode,
old_style: &ComputedValues,
new_style: &mut ComputedValues)
-> bool {
pub fn start_transitions_if_applicable<C: TComputedValues>(new_animations_sender: &Mutex<Sender<Animation>>,
node: OpaqueNode,
old_style: &C,
new_style: &mut C)
-> bool {
let mut had_animations = false;
for i in 0..new_style.get_animation().transition_property.0.len() {
for i in 0..new_style.get_animation().transition_count() {
// Create any property animations, if applicable.
let property_animations = PropertyAnimation::from_transition(i, old_style, new_style);
let property_animations = PropertyAnimation::from_transition(i, old_style.as_servo(), new_style.as_servo_mut());
for property_animation in property_animations {
// Set the property to the initial value.
property_animation.update(new_style, 0.0);
property_animation.update(new_style.as_servo_mut(), 0.0);
// Kick off the animation.
let now = time::precise_time_s();
let animation_style = new_style.get_animation();
let animation_style = new_style.as_servo().get_animation();
let start_time =
now + (animation_style.transition_delay.0.get_mod(i).seconds() as f64);
new_animations_sender.lock().unwrap().send(Animation {
@ -964,9 +965,10 @@ pub fn start_transitions_if_applicable(new_animations_sender: &Mutex<Sender<Anim
/// Updates a single animation and associated style based on the current time. If `damage` is
/// provided, inserts the appropriate restyle damage.
pub fn update_style_for_animation<ConcreteRestyleDamage: TRestyleDamage>(animation: &Animation,
style: &mut Arc<ComputedValues>,
damage: Option<&mut ConcreteRestyleDamage>) {
pub fn update_style_for_animation<C: TComputedValues,
Damage: TRestyleDamage<ConcreteComputedValues=C>>(animation: &Animation,
style: &mut Arc<C>,
damage: Option<&mut Damage>) {
let now = time::precise_time_s();
let mut progress = (now - animation.start_time) / animation.duration();
if progress > 1.0 {
@ -977,9 +979,9 @@ pub fn update_style_for_animation<ConcreteRestyleDamage: TRestyleDamage>(animati
}
let mut new_style = (*style).clone();
animation.property_animation.update(&mut *Arc::make_mut(&mut new_style), progress);
animation.property_animation.update(Arc::make_mut(&mut new_style).as_servo_mut(), progress);
if let Some(damage) = damage {
*damage = *damage | ConcreteRestyleDamage::compute(Some(style), &new_style);
*damage = *damage | Damage::compute(Some(style), &new_style);
}
*style = new_style