/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ //! Computed types for CSS values that are related to transformations. use euclid::{Transform3D, Vector3D}; use num_traits::Zero; use super::CSSFloat; use values::animated::ToAnimatedZero; use values::computed::{Angle, Integer, Length, LengthOrPercentage, Number, Percentage}; use values::generics::transform as generic; pub use values::generics::transform::TransformStyle; /// A single operation in a computed CSS `transform` pub type TransformOperation = generic::TransformOperation; /// A computed CSS `transform` pub type Transform = generic::Transform; /// The computed value of a CSS `` pub type TransformOrigin = generic::TransformOrigin; /// A computed timing function. pub type TimingFunction = generic::TimingFunction; /// A vector to represent the direction vector (rotate axis) for Rotate3D. pub type DirectionVector = Vector3D; impl TransformOrigin { /// Returns the initial computed value for `transform-origin`. #[inline] pub fn initial_value() -> Self { Self::new( LengthOrPercentage::Percentage(Percentage(0.5)), LengthOrPercentage::Percentage(Percentage(0.5)), Length::new(0.), ) } } /// computed value of matrix3d() pub type Matrix3D = generic::Matrix3D; /// computed value of matrix() pub type Matrix = generic::Matrix; // we rustfmt_skip here because we want the matrices to look like // matrices instead of being split across lines #[cfg_attr(rustfmt, rustfmt_skip)] impl Matrix3D { #[inline] /// Get an identity matrix pub fn identity() -> Self { Self { m11: 1.0, m12: 0.0, m13: 0.0, m14: 0.0, m21: 0.0, m22: 1.0, m23: 0.0, m24: 0.0, m31: 0.0, m32: 0.0, m33: 1.0, m34: 0.0, m41: 0., m42: 0., m43: 0., m44: 1.0 } } /// Convert to a 2D Matrix pub fn into_2d(self) -> Result { if self.m13 == 0. && self.m23 == 0. && self.m31 == 0. && self.m32 == 0. && self.m33 == 1. && self.m34 == 0. && self.m14 == 0. && self.m24 == 0. && self.m43 == 0. && self.m44 == 1. { Ok(Matrix { a: self.m11, c: self.m21, e: self.m41, b: self.m12, d: self.m22, f: self.m42, }) } else { Err(()) } } } #[cfg_attr(rustfmt, rustfmt_skip)] impl Matrix { #[inline] /// Get an identity matrix pub fn identity() -> Self { Self { a: 1., c: 0., /* 0 0*/ b: 0., d: 1., /* 0 0*/ /* 0 0 1 0 */ e: 0., f: 0., /* 0 1 */ } } } #[cfg_attr(rustfmt, rustfmt_skip)] impl From for Matrix3D { fn from(m: Matrix) -> Self { Self { m11: m.a, m12: m.b, m13: 0.0, m14: 0.0, m21: m.c, m22: m.d, m23: 0.0, m24: 0.0, m31: 0.0, m32: 0.0, m33: 1.0, m34: 0.0, m41: m.e, m42: m.f, m43: 0.0, m44: 1.0 } } } #[cfg_attr(rustfmt, rustfmt_skip)] impl From> for Matrix3D { #[inline] fn from(m: Transform3D) -> Self { Matrix3D { m11: m.m11, m12: m.m12, m13: m.m13, m14: m.m14, m21: m.m21, m22: m.m22, m23: m.m23, m24: m.m24, m31: m.m31, m32: m.m32, m33: m.m33, m34: m.m34, m41: m.m41, m42: m.m42, m43: m.m43, m44: m.m44 } } } impl TransformOperation { /// Convert to a Translate3D. /// /// Must be called on a Translate function pub fn to_translate_3d(&self) -> Self { match *self { generic::TransformOperation::Translate3D(..) => self.clone(), generic::TransformOperation::TranslateX(ref x) | generic::TransformOperation::Translate(ref x, None) => { generic::TransformOperation::Translate3D( x.clone(), LengthOrPercentage::zero(), Length::zero(), ) }, generic::TransformOperation::Translate(ref x, Some(ref y)) => { generic::TransformOperation::Translate3D(x.clone(), y.clone(), Length::zero()) }, generic::TransformOperation::TranslateY(ref y) => { generic::TransformOperation::Translate3D( LengthOrPercentage::zero(), y.clone(), Length::zero(), ) }, generic::TransformOperation::TranslateZ(ref z) => { generic::TransformOperation::Translate3D( LengthOrPercentage::zero(), LengthOrPercentage::zero(), z.clone(), ) }, _ => unreachable!(), } } /// Convert to a Rotate3D. /// /// Must be called on a Rotate function. pub fn to_rotate_3d(&self) -> Self { match *self { generic::TransformOperation::Rotate3D(..) => self.clone(), generic::TransformOperation::RotateZ(ref angle) | generic::TransformOperation::Rotate(ref angle) => { generic::TransformOperation::Rotate3D(0., 0., 1., angle.clone()) } generic::TransformOperation::RotateX(ref angle) => { generic::TransformOperation::Rotate3D(1., 0., 0., angle.clone()) } generic::TransformOperation::RotateY(ref angle) => { generic::TransformOperation::Rotate3D(0., 1., 0., angle.clone()) } _ => unreachable!(), } } /// Convert to a Scale3D. /// /// Must be called on a Scale function pub fn to_scale_3d(&self) -> Self { match *self { generic::TransformOperation::Scale3D(..) => self.clone(), generic::TransformOperation::Scale(s, None) => { generic::TransformOperation::Scale3D(s, s, 1.) }, generic::TransformOperation::Scale(x, Some(y)) => { generic::TransformOperation::Scale3D(x, y, 1.) }, generic::TransformOperation::ScaleX(x) => { generic::TransformOperation::Scale3D(x, 1., 1.) }, generic::TransformOperation::ScaleY(y) => { generic::TransformOperation::Scale3D(1., y, 1.) }, generic::TransformOperation::ScaleZ(z) => { generic::TransformOperation::Scale3D(1., 1., z) }, _ => unreachable!(), } } } /// Build an equivalent 'identity transform function list' based /// on an existing transform list. /// http://dev.w3.org/csswg/css-transforms/#none-transform-animation impl ToAnimatedZero for TransformOperation { fn to_animated_zero(&self) -> Result { match *self { generic::TransformOperation::Matrix3D(..) => { Ok(generic::TransformOperation::Matrix3D(Matrix3D::identity())) }, generic::TransformOperation::Matrix(..) => { Ok(generic::TransformOperation::Matrix(Matrix::identity())) }, generic::TransformOperation::Skew(sx, sy) => Ok(generic::TransformOperation::Skew( sx.to_animated_zero()?, sy.to_animated_zero()?, )), generic::TransformOperation::SkewX(s) => { Ok(generic::TransformOperation::SkewX(s.to_animated_zero()?)) }, generic::TransformOperation::SkewY(s) => { Ok(generic::TransformOperation::SkewY(s.to_animated_zero()?)) }, generic::TransformOperation::Translate3D(ref tx, ref ty, ref tz) => { Ok(generic::TransformOperation::Translate3D( tx.to_animated_zero()?, ty.to_animated_zero()?, tz.to_animated_zero()?, )) }, generic::TransformOperation::Translate(ref tx, ref ty) => { Ok(generic::TransformOperation::Translate( tx.to_animated_zero()?, ty.to_animated_zero()?, )) }, generic::TransformOperation::TranslateX(ref t) => Ok( generic::TransformOperation::TranslateX(t.to_animated_zero()?), ), generic::TransformOperation::TranslateY(ref t) => Ok( generic::TransformOperation::TranslateY(t.to_animated_zero()?), ), generic::TransformOperation::TranslateZ(ref t) => Ok( generic::TransformOperation::TranslateZ(t.to_animated_zero()?), ), generic::TransformOperation::Scale3D(..) => { Ok(generic::TransformOperation::Scale3D(1.0, 1.0, 1.0)) }, generic::TransformOperation::Scale(_, _) => { Ok(generic::TransformOperation::Scale(1.0, Some(1.0))) }, generic::TransformOperation::ScaleX(..) => Ok(generic::TransformOperation::ScaleX(1.0)), generic::TransformOperation::ScaleY(..) => Ok(generic::TransformOperation::ScaleY(1.0)), generic::TransformOperation::ScaleZ(..) => Ok(generic::TransformOperation::ScaleZ(1.0)), generic::TransformOperation::Rotate3D(x, y, z, a) => { let (x, y, z, _) = generic::get_normalized_vector_and_angle(x, y, z, a); Ok(generic::TransformOperation::Rotate3D( x, y, z, Angle::zero(), )) }, generic::TransformOperation::RotateX(_) => { Ok(generic::TransformOperation::RotateX(Angle::zero())) }, generic::TransformOperation::RotateY(_) => { Ok(generic::TransformOperation::RotateY(Angle::zero())) }, generic::TransformOperation::RotateZ(_) => { Ok(generic::TransformOperation::RotateZ(Angle::zero())) }, generic::TransformOperation::Rotate(_) => { Ok(generic::TransformOperation::Rotate(Angle::zero())) }, generic::TransformOperation::Perspective(ref l) => { Ok(generic::TransformOperation::Perspective(l.to_animated_zero()?)) }, generic::TransformOperation::AccumulateMatrix { .. } | generic::TransformOperation::InterpolateMatrix { .. } => { // AccumulateMatrix/InterpolateMatrix: We do interpolation on // AccumulateMatrix/InterpolateMatrix by reading it as a ComputedMatrix // (with layout information), and then do matrix interpolation. // // Therefore, we use an identity matrix to represent the identity transform list. // http://dev.w3.org/csswg/css-transforms/#identity-transform-function Ok(generic::TransformOperation::Matrix3D(Matrix3D::identity())) }, } } } impl ToAnimatedZero for Transform { #[inline] fn to_animated_zero(&self) -> Result { Ok(generic::Transform(self.0 .iter() .map(|op| op.to_animated_zero()) .collect::, _>>()?)) } } /// A computed CSS `rotate` pub type Rotate = generic::Rotate; impl Rotate { /// Convert TransformOperation to Rotate. pub fn to_transform_operation(&self) -> Option { match *self { generic::Rotate::None => None, generic::Rotate::Rotate(angle) => Some(generic::TransformOperation::Rotate(angle)), generic::Rotate::Rotate3D(rx, ry, rz, angle) => { Some(generic::TransformOperation::Rotate3D(rx, ry, rz, angle)) }, } } /// Convert Rotate to TransformOperation. pub fn from_transform_operation(operation: &TransformOperation) -> Rotate { match *operation { generic::TransformOperation::Rotate(angle) => generic::Rotate::Rotate(angle), generic::TransformOperation::Rotate3D(rx, ry, rz, angle) => { generic::Rotate::Rotate3D(rx, ry, rz, angle) }, _ => unreachable!("Found unexpected value for rotate property"), } } } /// A computed CSS `translate` pub type Translate = generic::Translate; impl Translate { /// Convert TransformOperation to Translate. pub fn to_transform_operation(&self) -> Option { match *self { generic::Translate::None => None, generic::Translate::TranslateX(tx) => Some(generic::TransformOperation::TranslateX(tx)), generic::Translate::Translate(tx, ty) => { Some(generic::TransformOperation::Translate(tx, Some(ty))) }, generic::Translate::Translate3D(tx, ty, tz) => { Some(generic::TransformOperation::Translate3D(tx, ty, tz)) }, } } /// Convert Translate to TransformOperation. pub fn from_transform_operation(operation: &TransformOperation) -> Translate { match *operation { generic::TransformOperation::TranslateX(tx) => generic::Translate::TranslateX(tx), generic::TransformOperation::Translate(tx, Some(ty)) => { generic::Translate::Translate(tx, ty) }, generic::TransformOperation::Translate3D(tx, ty, tz) => { generic::Translate::Translate3D(tx, ty, tz) }, _ => unreachable!("Found unexpected value for translate"), } } } /// A computed CSS `scale` pub type Scale = generic::Scale; impl Scale { /// Convert TransformOperation to Scale. pub fn to_transform_operation(&self) -> Option { match *self { generic::Scale::None => None, generic::Scale::ScaleX(sx) => Some(generic::TransformOperation::ScaleX(sx)), generic::Scale::Scale(sx, sy) => Some(generic::TransformOperation::Scale(sx, Some(sy))), generic::Scale::Scale3D(sx, sy, sz) => { Some(generic::TransformOperation::Scale3D(sx, sy, sz)) }, } } /// Convert Scale to TransformOperation. pub fn from_transform_operation(operation: &TransformOperation) -> Scale { match *operation { generic::TransformOperation::ScaleX(sx) => generic::Scale::ScaleX(sx), generic::TransformOperation::Scale(sx, Some(sy)) => generic::Scale::Scale(sx, sy), generic::TransformOperation::Scale3D(sx, sy, sz) => generic::Scale::Scale3D(sx, sy, sz), _ => unreachable!("Found unexpected value for scale"), } } }