servo/components/style/properties/helpers/animated_properties.mako.rs
Anthony Ramine b9505ae72b Merge similar arms in AnimationValue::compute_squared_distance 🐉🐲
This uses the same trick as in PropertyDeclaration::eq.
2018-02-10 16:31:50 +01:00

3021 lines
110 KiB
Rust

/* 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/. */
<%namespace name="helpers" file="/helpers.mako.rs" />
<%
from data import to_idl_name, SYSTEM_FONT_LONGHANDS
from itertools import groupby
%>
use cssparser::Parser;
#[cfg(feature = "gecko")] use gecko_bindings::bindings::RawServoAnimationValueMap;
#[cfg(feature = "gecko")] use gecko_bindings::structs::RawGeckoGfxMatrix4x4;
#[cfg(feature = "gecko")] use gecko_bindings::structs::nsCSSPropertyID;
#[cfg(feature = "gecko")] use gecko_bindings::sugar::ownership::{HasFFI, HasSimpleFFI};
use itertools::{EitherOrBoth, Itertools};
use num_traits::Zero;
use properties::{CSSWideKeyword, PropertyDeclaration};
use properties::longhands;
use properties::longhands::font_weight::computed_value::T as FontWeight;
use properties::longhands::font_stretch::computed_value::T as FontStretch;
use properties::longhands::visibility::computed_value::T as Visibility;
#[cfg(feature = "gecko")]
use properties::PropertyId;
use properties::{LonghandId, ShorthandId};
use selectors::parser::SelectorParseErrorKind;
use servo_arc::Arc;
use smallvec::SmallVec;
use std::{cmp, mem, ptr};
use std::fmt::{self, Write};
#[cfg(feature = "gecko")] use hash::FnvHashMap;
use style_traits::{CssWriter, ParseError, ToCss};
use super::ComputedValues;
use values::{CSSFloat, CustomIdent, Either};
use values::animated::{Animate, Procedure, ToAnimatedValue, ToAnimatedZero};
use values::animated::color::RGBA as AnimatedRGBA;
use values::animated::effects::Filter as AnimatedFilter;
use values::animated::effects::FilterList as AnimatedFilterList;
use values::computed::{Angle, CalcLengthOrPercentage};
use values::computed::{ClipRect, Context, ComputedUrl};
use values::computed::{Length, LengthOrPercentage, LengthOrPercentageOrAuto};
use values::computed::{LengthOrPercentageOrNone, MaxLength};
use values::computed::{NonNegativeNumber, Number, NumberOrPercentage, Percentage};
use values::computed::length::NonNegativeLengthOrPercentage;
use values::computed::ToComputedValue;
use values::computed::transform::{DirectionVector, Matrix, Matrix3D};
use values::computed::transform::TransformOperation as ComputedTransformOperation;
use values::computed::transform::Transform as ComputedTransform;
use values::computed::transform::Rotate as ComputedRotate;
use values::computed::transform::Translate as ComputedTranslate;
use values::computed::transform::Scale as ComputedScale;
use values::generics::transform::{self, Rotate, Translate, Scale, Transform, TransformOperation};
use values::distance::{ComputeSquaredDistance, SquaredDistance};
use values::generics::font::FontSettings as GenericFontSettings;
use values::computed::font::FontVariationSettings;
use values::generics::font::VariationValue;
use values::generics::NonNegative;
use values::generics::effects::Filter;
use values::generics::position as generic_position;
use values::generics::svg::{SVGLength, SvgLengthOrPercentageOrNumber, SVGPaint};
use values::generics::svg::{SVGPaintKind, SVGStrokeDashArray, SVGOpacity};
use values::specified::font::FontTag;
use void::{self, Void};
/// <https://drafts.csswg.org/css-transitions/#animtype-repeatable-list>
pub trait RepeatableListAnimatable: Animate {}
/// Returns true if this nsCSSPropertyID is one of the animatable properties.
#[cfg(feature = "gecko")]
pub fn nscsspropertyid_is_animatable(property: nsCSSPropertyID) -> bool {
match property {
% for prop in data.longhands + data.shorthands_except_all():
% if prop.animatable:
${helpers.to_nscsspropertyid(prop.ident)} => true,
% endif
% endfor
_ => false
}
}
/// A given transition property, that is either `All`, a transitionable longhand property,
/// a shorthand with at least one transitionable longhand component, or an unsupported property.
// NB: This needs to be here because it needs all the longhands generated
// beforehand.
#[derive(Clone, Debug, Eq, Hash, MallocSizeOf, PartialEq)]
pub enum TransitionProperty {
/// All, any transitionable property changing should generate a transition.
///
/// FIXME(emilio): Can we remove this and just use
/// Shorthand(ShorthandId::All)?
All,
/// A shorthand.
Shorthand(ShorthandId),
/// A longhand transitionable property.
Longhand(LonghandId),
/// Unrecognized property which could be any non-transitionable, custom property, or
/// unknown property.
Unsupported(CustomIdent),
}
impl ToCss for TransitionProperty {
fn to_css<W>(&self, dest: &mut CssWriter<W>) -> fmt::Result
where
W: Write,
{
match *self {
TransitionProperty::All => dest.write_str("all"),
TransitionProperty::Shorthand(ref id) => dest.write_str(id.name()),
TransitionProperty::Longhand(ref id) => dest.write_str(id.name()),
TransitionProperty::Unsupported(ref id) => id.to_css(dest),
}
}
}
trivial_to_computed_value!(TransitionProperty);
impl TransitionProperty {
/// Iterates over each longhand property.
pub fn each<F: FnMut(&LonghandId) -> ()>(mut cb: F) {
% for prop in data.longhands:
% if prop.transitionable:
cb(&LonghandId::${prop.camel_case});
% endif
% endfor
}
/// Iterates over every longhand property that is not
/// TransitionProperty::All, stopping and returning true when the provided
/// callback returns true for the first time.
pub fn any<F: FnMut(&LonghandId) -> bool>(mut cb: F) -> bool {
% for prop in data.longhands:
% if prop.transitionable:
if cb(&LonghandId::${prop.camel_case}) {
return true;
}
% endif
% endfor
false
}
/// Parse a transition-property value.
pub fn parse<'i, 't>(input: &mut Parser<'i, 't>) -> Result<Self, ParseError<'i>> {
let location = input.current_source_location();
let ident = input.expect_ident()?;
match_ignore_ascii_case! { &ident,
"all" => Ok(TransitionProperty::All),
% for prop in data.shorthands_except_all():
"${prop.name}" => Ok(TransitionProperty::Shorthand(ShorthandId::${prop.camel_case})),
% endfor
% for prop in data.longhands:
"${prop.name}" => Ok(TransitionProperty::Longhand(LonghandId::${prop.camel_case})),
% endfor
"none" => Err(location.new_custom_error(SelectorParseErrorKind::UnexpectedIdent(ident.clone()))),
_ => CustomIdent::from_ident(location, ident, &[]).map(TransitionProperty::Unsupported),
}
}
/// Convert TransitionProperty to nsCSSPropertyID.
#[cfg(feature = "gecko")]
pub fn to_nscsspropertyid(&self) -> Result<nsCSSPropertyID, ()> {
Ok(match *self {
TransitionProperty::All => nsCSSPropertyID::eCSSPropertyExtra_all_properties,
TransitionProperty::Shorthand(ref id) => id.to_nscsspropertyid(),
TransitionProperty::Longhand(ref id) => id.to_nscsspropertyid(),
TransitionProperty::Unsupported(..) => return Err(()),
})
}
}
/// Convert nsCSSPropertyID to TransitionProperty
#[cfg(feature = "gecko")]
#[allow(non_upper_case_globals)]
impl From<nsCSSPropertyID> for TransitionProperty {
fn from(property: nsCSSPropertyID) -> TransitionProperty {
match property {
% for prop in data.longhands:
${helpers.to_nscsspropertyid(prop.ident)} => {
TransitionProperty::Longhand(LonghandId::${prop.camel_case})
}
% endfor
% for prop in data.shorthands_except_all():
${helpers.to_nscsspropertyid(prop.ident)} => {
TransitionProperty::Shorthand(ShorthandId::${prop.camel_case})
}
% endfor
nsCSSPropertyID::eCSSPropertyExtra_all_properties => TransitionProperty::All,
_ => {
panic!("non-convertible nsCSSPropertyID")
}
}
}
}
/// Returns true if this nsCSSPropertyID is one of the transitionable properties.
#[cfg(feature = "gecko")]
pub fn nscsspropertyid_is_transitionable(property: nsCSSPropertyID) -> bool {
match property {
% for prop in data.longhands + data.shorthands_except_all():
% if prop.transitionable:
${helpers.to_nscsspropertyid(prop.ident)} => true,
% endif
% endfor
_ => false
}
}
/// An animated property interpolation between two computed values for that
/// property.
#[cfg(feature = "servo")]
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
pub enum AnimatedProperty {
% for prop in data.longhands:
% if prop.animatable:
<%
value_type = "longhands::{}::computed_value::T".format(prop.ident)
if not prop.is_animatable_with_computed_value:
value_type = "<{} as ToAnimatedValue>::AnimatedValue".format(value_type)
%>
/// ${prop.name}
${prop.camel_case}(${value_type}, ${value_type}),
% endif
% endfor
}
#[cfg(feature = "servo")]
impl AnimatedProperty {
/// Get the name of this property.
pub fn name(&self) -> &'static str {
match *self {
% for prop in data.longhands:
% if prop.animatable:
AnimatedProperty::${prop.camel_case}(..) => "${prop.name}",
% endif
% endfor
}
}
/// Whether this interpolation does animate, that is, whether the start and
/// end values are different.
pub fn does_animate(&self) -> bool {
match *self {
% for prop in data.longhands:
% if prop.animatable:
AnimatedProperty::${prop.camel_case}(ref from, ref to) => from != to,
% endif
% endfor
}
}
/// Whether an animated property has the same end value as another.
pub fn has_the_same_end_value_as(&self, other: &Self) -> bool {
match (self, other) {
% for prop in data.longhands:
% if prop.animatable:
(&AnimatedProperty::${prop.camel_case}(_, ref this_end_value),
&AnimatedProperty::${prop.camel_case}(_, ref other_end_value)) => {
this_end_value == other_end_value
}
% endif
% endfor
_ => false,
}
}
/// Update `style` with the proper computed style corresponding to this
/// animation at `progress`.
pub fn update(&self, style: &mut ComputedValues, progress: f64) {
match *self {
% for prop in data.longhands:
% if prop.animatable:
AnimatedProperty::${prop.camel_case}(ref from, ref to) => {
// https://drafts.csswg.org/web-animations/#discrete-animation-type
% if prop.animation_value_type == "discrete":
let value = if progress < 0.5 { from.clone() } else { to.clone() };
% else:
let value = match from.animate(to, Procedure::Interpolate { progress }) {
Ok(value) => value,
Err(()) => return,
};
% endif
% if not prop.is_animatable_with_computed_value:
let value: longhands::${prop.ident}::computed_value::T =
ToAnimatedValue::from_animated_value(value);
% endif
style.mutate_${prop.style_struct.name_lower}().set_${prop.ident}(value);
}
% endif
% endfor
}
}
/// Get an animatable value from a transition-property, an old style, and a
/// new style.
pub fn from_longhand(
property: &LonghandId,
old_style: &ComputedValues,
new_style: &ComputedValues,
) -> Option<AnimatedProperty> {
Some(match *property {
% for prop in data.longhands:
% if prop.animatable:
LonghandId::${prop.camel_case} => {
let old_computed = old_style.get_${prop.style_struct.ident.strip("_")}().clone_${prop.ident}();
let new_computed = new_style.get_${prop.style_struct.ident.strip("_")}().clone_${prop.ident}();
AnimatedProperty::${prop.camel_case}(
% if prop.is_animatable_with_computed_value:
old_computed,
new_computed,
% else:
old_computed.to_animated_value(),
new_computed.to_animated_value(),
% endif
)
}
% endif
% endfor
_ => return None,
})
}
}
/// A collection of AnimationValue that were composed on an element.
/// This HashMap stores the values that are the last AnimationValue to be
/// composed for each TransitionProperty.
#[cfg(feature = "gecko")]
pub type AnimationValueMap = FnvHashMap<LonghandId, AnimationValue>;
#[cfg(feature = "gecko")]
unsafe impl HasFFI for AnimationValueMap {
type FFIType = RawServoAnimationValueMap;
}
#[cfg(feature = "gecko")]
unsafe impl HasSimpleFFI for AnimationValueMap {}
/// An enum to represent a single computed value belonging to an animated
/// property in order to be interpolated with another one. When interpolating,
/// both values need to belong to the same property.
///
/// This is different to AnimatedProperty in the sense that AnimatedProperty
/// also knows the final value to be used during the animation.
///
/// This is to be used in Gecko integration code.
///
/// FIXME: We need to add a path for custom properties, but that's trivial after
/// this (is a similar path to that of PropertyDeclaration).
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
#[repr(u16)]
pub enum AnimationValue {
% for prop in data.longhands:
% if prop.animatable:
/// `${prop.name}`
${prop.camel_case}(${prop.animated_type()}),
% else:
/// `${prop.name}` (not animatable)
${prop.camel_case}(Void),
% endif
% endfor
}
<%
animated = []
unanimated = []
for prop in data.longhands:
if prop.animatable:
animated.append(prop)
else:
unanimated.append(prop)
%>
impl AnimationValue {
/// Returns the longhand id this animated value corresponds to.
#[inline]
pub fn id(&self) -> LonghandId {
let id = unsafe { *(self as *const _ as *const LonghandId) };
debug_assert_eq!(id, match *self {
% for prop in data.longhands:
% if prop.animatable:
AnimationValue::${prop.camel_case}(..) => LonghandId::${prop.camel_case},
% else:
AnimationValue::${prop.camel_case}(void) => void::unreachable(void),
% endif
% endfor
});
id
}
/// "Uncompute" this animation value in order to be used inside the CSS
/// cascade.
pub fn uncompute(&self) -> PropertyDeclaration {
use properties::longhands;
use self::AnimationValue::*;
use super::PropertyDeclarationVariantRepr;
match *self {
<% keyfunc = lambda x: (x.base_type(), x.specified_type(), x.boxed, x.is_animatable_with_computed_value) %>
% for (ty, specified, boxed, computed), props in groupby(animated, key=keyfunc):
<% props = list(props) %>
${" |\n".join("{}(ref value)".format(prop.camel_case) for prop in props)} => {
% if not computed:
let ref value = ToAnimatedValue::from_animated_value(value.clone());
% endif
let value = ${ty}::from_computed_value(&value);
% if boxed:
let value = Box::new(value);
% endif
% if len(props) == 1:
PropertyDeclaration::${props[0].camel_case}(value)
% else:
unsafe {
let mut out = mem::uninitialized();
ptr::write(
&mut out as *mut _ as *mut PropertyDeclarationVariantRepr<${specified}>,
PropertyDeclarationVariantRepr {
tag: *(self as *const _ as *const u16),
value,
},
);
out
}
% endif
}
% endfor
${" |\n".join("{}(void)".format(prop.camel_case) for prop in unanimated)} => {
void::unreachable(void)
}
}
}
/// Construct an AnimationValue from a property declaration.
pub fn from_declaration(
decl: &PropertyDeclaration,
context: &mut Context,
extra_custom_properties: Option<<&Arc<::custom_properties::CustomPropertiesMap>>,
initial: &ComputedValues
) -> Option<Self> {
use properties::LonghandId;
let animatable = match *decl {
% for prop in data.longhands:
% if prop.animatable:
PropertyDeclaration::${prop.camel_case}(ref val) => {
context.for_non_inherited_property =
% if prop.style_struct.inherited:
None;
% else:
Some(LonghandId::${prop.camel_case});
% endif
% if prop.ident in SYSTEM_FONT_LONGHANDS and product == "gecko":
if let Some(sf) = val.get_system() {
longhands::system_font::resolve_system_font(sf, context);
}
% endif
% if prop.boxed:
let computed = (**val).to_computed_value(context);
% else:
let computed = val.to_computed_value(context);
% endif
AnimationValue::${prop.camel_case}(
% if prop.is_animatable_with_computed_value:
computed
% else:
computed.to_animated_value()
% endif
)
},
% endif
% endfor
PropertyDeclaration::CSSWideKeyword(ref declaration) => {
match declaration.id {
// We put all the animatable properties first in the hopes
// that it might increase match locality.
% for prop in data.longhands:
% if prop.animatable:
LonghandId::${prop.camel_case} => {
let style_struct = match declaration.keyword {
% if not prop.style_struct.inherited:
CSSWideKeyword::Unset |
% endif
CSSWideKeyword::Initial => {
initial.get_${prop.style_struct.name_lower}()
},
% if prop.style_struct.inherited:
CSSWideKeyword::Unset |
% endif
CSSWideKeyword::Inherit => {
context.builder
.get_parent_${prop.style_struct.name_lower}()
},
};
let computed = style_struct.clone_${prop.ident}();
% if not prop.is_animatable_with_computed_value:
let computed = computed.to_animated_value();
% endif
AnimationValue::${prop.camel_case}(computed)
},
% endif
% endfor
% for prop in data.longhands:
% if not prop.animatable:
LonghandId::${prop.camel_case} => return None,
% endif
% endfor
}
},
PropertyDeclaration::WithVariables(ref declaration) => {
let substituted = {
let custom_properties =
extra_custom_properties.or_else(|| context.style().custom_properties());
declaration.value.substitute_variables(
declaration.id,
custom_properties,
context.quirks_mode,
)
};
return AnimationValue::from_declaration(
&substituted,
context,
extra_custom_properties,
initial,
)
},
_ => return None // non animatable properties will get included because of shorthands. ignore.
};
Some(animatable)
}
/// Get an AnimationValue for an AnimatableLonghand from a given computed values.
pub fn from_computed_values(
property: &LonghandId,
computed_values: &ComputedValues
) -> Option<Self> {
Some(match *property {
% for prop in data.longhands:
% if prop.animatable:
LonghandId::${prop.camel_case} => {
let computed = computed_values
.get_${prop.style_struct.ident.strip("_")}()
.clone_${prop.ident}();
AnimationValue::${prop.camel_case}(
% if prop.is_animatable_with_computed_value:
computed
% else:
computed.to_animated_value()
% endif
)
}
% endif
% endfor
_ => return None,
})
}
}
fn animate_discrete<T: Clone>(this: &T, other: &T, procedure: Procedure) -> Result<T, ()> {
if let Procedure::Interpolate { progress } = procedure {
Ok(if progress < 0.5 { this.clone() } else { other.clone() })
} else {
Err(())
}
}
#[repr(C)]
struct AnimationValueVariantRepr<T> {
tag: u16,
value: T
}
impl Animate for AnimationValue {
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
Ok(unsafe {
use self::AnimationValue::*;
let this_tag = *(self as *const _ as *const u16);
let other_tag = *(other as *const _ as *const u16);
if this_tag != other_tag {
panic!("Unexpected AnimationValue::animate call");
}
match *self {
<% keyfunc = lambda x: (x.animated_type(), x.animation_value_type == "discrete") %>
% for (ty, discrete), props in groupby(animated, key=keyfunc):
${" |\n".join("{}(ref this)".format(prop.camel_case) for prop in props)} => {
let other_repr =
&*(other as *const _ as *const AnimationValueVariantRepr<${ty}>);
% if discrete:
let value = animate_discrete(this, &other_repr.value, procedure)?;
% else:
let value = this.animate(&other_repr.value, procedure)?;
% endif
let mut out = mem::uninitialized();
ptr::write(
&mut out as *mut _ as *mut AnimationValueVariantRepr<${ty}>,
AnimationValueVariantRepr {
tag: this_tag,
value,
},
);
out
}
% endfor
${" |\n".join("{}(void)".format(prop.camel_case) for prop in unanimated)} => {
void::unreachable(void)
}
}
})
}
}
<%
nondiscrete = []
for prop in animated:
if prop.animation_value_type != "discrete":
nondiscrete.append(prop)
%>
impl ComputeSquaredDistance for AnimationValue {
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
unsafe {
use self::AnimationValue::*;
let this_tag = *(self as *const _ as *const u16);
let other_tag = *(other as *const _ as *const u16);
if this_tag != other_tag {
panic!("Unexpected AnimationValue::compute_squared_distance call");
}
match *self {
% for ty, props in groupby(nondiscrete, key=lambda x: x.animated_type()):
${" |\n".join("{}(ref this)".format(prop.camel_case) for prop in props)} => {
let other_repr =
&*(other as *const _ as *const AnimationValueVariantRepr<${ty}>);
this.compute_squared_distance(&other_repr.value)
}
% endfor
_ => Err(()),
}
}
}
}
impl ToAnimatedZero for AnimationValue {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
match *self {
% for prop in data.longhands:
% if prop.animatable and prop.animation_value_type != "discrete":
AnimationValue::${prop.camel_case}(ref base) => {
Ok(AnimationValue::${prop.camel_case}(base.to_animated_zero()?))
},
% endif
% endfor
_ => Err(()),
}
}
}
impl RepeatableListAnimatable for LengthOrPercentage {}
impl RepeatableListAnimatable for Either<f32, LengthOrPercentage> {}
impl RepeatableListAnimatable for Either<NonNegativeNumber, NonNegativeLengthOrPercentage> {}
impl RepeatableListAnimatable for SvgLengthOrPercentageOrNumber<NonNegativeLengthOrPercentage, NonNegativeNumber> {}
macro_rules! repeated_vec_impl {
($($ty:ty),*) => {
$(impl<T> Animate for $ty
where
T: RepeatableListAnimatable,
{
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
// If the length of either list is zero, the least common multiple is undefined.
if self.is_empty() || other.is_empty() {
return Err(());
}
use num_integer::lcm;
let len = lcm(self.len(), other.len());
self.iter().cycle().zip(other.iter().cycle()).take(len).map(|(this, other)| {
this.animate(other, procedure)
}).collect()
}
}
impl<T> ComputeSquaredDistance for $ty
where
T: ComputeSquaredDistance + RepeatableListAnimatable,
{
#[inline]
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
if self.is_empty() || other.is_empty() {
return Err(());
}
use num_integer::lcm;
let len = lcm(self.len(), other.len());
self.iter().cycle().zip(other.iter().cycle()).take(len).map(|(this, other)| {
this.compute_squared_distance(other)
}).sum()
}
})*
};
}
repeated_vec_impl!(SmallVec<[T; 1]>, Vec<T>);
/// <https://drafts.csswg.org/css-transitions/#animtype-visibility>
impl Animate for Visibility {
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
let (this_weight, other_weight) = procedure.weights();
match (*self, *other) {
(Visibility::Visible, _) => {
Ok(if this_weight > 0.0 { *self } else { *other })
},
(_, Visibility::Visible) => {
Ok(if other_weight > 0.0 { *other } else { *self })
},
_ => Err(()),
}
}
}
impl ComputeSquaredDistance for Visibility {
#[inline]
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
Ok(SquaredDistance::Value(if *self == *other { 0. } else { 1. }))
}
}
impl ToAnimatedZero for Visibility {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
Err(())
}
}
/// <https://drafts.csswg.org/css-transitions/#animtype-lpcalc>
impl Animate for CalcLengthOrPercentage {
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
let animate_percentage_half = |this: Option<Percentage>, other: Option<Percentage>| {
if this.is_none() && other.is_none() {
return Ok(None);
}
let this = this.unwrap_or_default();
let other = other.unwrap_or_default();
Ok(Some(this.animate(&other, procedure)?))
};
let length = self.unclamped_length().animate(&other.unclamped_length(), procedure)?;
let percentage = animate_percentage_half(self.percentage, other.percentage)?;
Ok(CalcLengthOrPercentage::with_clamping_mode(length, percentage, self.clamping_mode))
}
}
impl ToAnimatedZero for LengthOrPercentageOrAuto {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
match *self {
LengthOrPercentageOrAuto::Length(_) |
LengthOrPercentageOrAuto::Percentage(_) |
LengthOrPercentageOrAuto::Calc(_) => {
Ok(LengthOrPercentageOrAuto::Length(Length::new(0.)))
},
LengthOrPercentageOrAuto::Auto => Err(()),
}
}
}
impl ToAnimatedZero for LengthOrPercentageOrNone {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
match *self {
LengthOrPercentageOrNone::Length(_) |
LengthOrPercentageOrNone::Percentage(_) |
LengthOrPercentageOrNone::Calc(_) => {
Ok(LengthOrPercentageOrNone::Length(Length::new(0.)))
},
LengthOrPercentageOrNone::None => Err(()),
}
}
}
impl ToAnimatedZero for MaxLength {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> { Err(()) }
}
/// <http://dev.w3.org/csswg/css-transitions/#animtype-font-weight>
impl Animate for FontWeight {
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
let a = self.0 as f64;
let b = other.0 as f64;
const NORMAL: f64 = 400.;
let (this_weight, other_weight) = procedure.weights();
let weight = (a - NORMAL) * this_weight + (b - NORMAL) * other_weight + NORMAL;
let weight = (weight.max(100.).min(900.) / 100.).round() * 100.;
Ok(FontWeight(weight as u16))
}
}
impl ToAnimatedZero for FontWeight {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
Ok(FontWeight::normal())
}
}
/// <https://drafts.csswg.org/css-fonts/#font-stretch-prop>
impl Animate for FontStretch {
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()>
{
let from = f64::from(*self);
let to = f64::from(*other);
let normal = f64::from(FontStretch::Normal);
let (this_weight, other_weight) = procedure.weights();
let result = (from - normal) * this_weight + (to - normal) * other_weight + normal;
Ok(result.into())
}
}
impl ComputeSquaredDistance for FontStretch {
#[inline]
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
f64::from(*self).compute_squared_distance(&(*other).into())
}
}
impl ToAnimatedZero for FontStretch {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> { Err(()) }
}
/// We should treat font stretch as real number in order to interpolate this property.
/// <https://drafts.csswg.org/css-fonts-3/#font-stretch-animation>
impl From<FontStretch> for f64 {
fn from(stretch: FontStretch) -> f64 {
use self::FontStretch::*;
match stretch {
UltraCondensed => 1.0,
ExtraCondensed => 2.0,
Condensed => 3.0,
SemiCondensed => 4.0,
Normal => 5.0,
SemiExpanded => 6.0,
Expanded => 7.0,
ExtraExpanded => 8.0,
UltraExpanded => 9.0,
}
}
}
impl Into<FontStretch> for f64 {
fn into(self) -> FontStretch {
use properties::longhands::font_stretch::computed_value::T::*;
let index = (self + 0.5).floor().min(9.0).max(1.0);
static FONT_STRETCH_ENUM_MAP: [FontStretch; 9] =
[ UltraCondensed, ExtraCondensed, Condensed, SemiCondensed, Normal,
SemiExpanded, Expanded, ExtraExpanded, UltraExpanded ];
FONT_STRETCH_ENUM_MAP[(index - 1.0) as usize]
}
}
/// <https://drafts.csswg.org/css-fonts-4/#font-variation-settings-def>
impl Animate for FontVariationSettings {
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
FontSettingTagIter::new(self, other)?
.map(|r| r.and_then(|(st, ot)| st.animate(&ot, procedure)))
.collect::<Result<Vec<ComputedVariationValue>, ()>>()
.map(|v| GenericFontSettings(v.into_boxed_slice()))
}
}
impl ComputeSquaredDistance for FontVariationSettings {
#[inline]
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
FontSettingTagIter::new(self, other)?
.map(|r| r.and_then(|(st, ot)| st.compute_squared_distance(&ot)))
.sum()
}
}
impl ToAnimatedZero for FontVariationSettings {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
Err(())
}
}
type ComputedVariationValue = VariationValue<Number>;
// FIXME: Could do a rename, this is only used for font variations.
struct FontSettingTagIterState<'a> {
tags: Vec<(&'a ComputedVariationValue)>,
index: usize,
prev_tag: FontTag,
}
impl<'a> FontSettingTagIterState<'a> {
fn new(tags: Vec<<&'a ComputedVariationValue>) -> FontSettingTagIterState<'a> {
FontSettingTagIterState {
index: tags.len(),
tags,
prev_tag: FontTag(0),
}
}
}
/// Iterator for font-variation-settings tag lists
///
/// [CSS fonts level 4](https://drafts.csswg.org/css-fonts-4/#descdef-font-face-font-variation-settings)
/// defines the animation of font-variation-settings as follows:
///
/// Two declarations of font-feature-settings[sic] can be animated between if
/// they are "like". "Like" declarations are ones where the same set of
/// properties appear (in any order). Because succesive[sic] duplicate
/// properties are applied instead of prior duplicate properties, two
/// declarations can be "like" even if they have differing number of
/// properties. If two declarations are "like" then animation occurs pairwise
/// between corresponding values in the declarations.
///
/// In other words if we have the following lists:
///
/// "wght" 1.4, "wdth" 5, "wght" 2
/// "wdth" 8, "wght" 4, "wdth" 10
///
/// We should animate between:
///
/// "wdth" 5, "wght" 2
/// "wght" 4, "wdth" 10
///
/// This iterator supports this by sorting the two lists, then iterating them in
/// reverse, and skipping entries with repeated tag names. It will return
/// Some(Err()) if it reaches the end of one list before the other, or if the
/// tag names do not match.
///
/// For the above example, this iterator would return:
///
/// Some(Ok("wght" 2, "wght" 4))
/// Some(Ok("wdth" 5, "wdth" 10))
/// None
///
struct FontSettingTagIter<'a> {
a_state: FontSettingTagIterState<'a>,
b_state: FontSettingTagIterState<'a>,
}
impl<'a> FontSettingTagIter<'a> {
fn new(
a_settings: &'a FontVariationSettings,
b_settings: &'a FontVariationSettings,
) -> Result<FontSettingTagIter<'a>, ()> {
if a_settings.0.is_empty() || b_settings.0.is_empty() {
return Err(());
}
fn as_new_sorted_tags(tags: &[ComputedVariationValue]) -> Vec<<&ComputedVariationValue> {
use std::iter::FromIterator;
let mut sorted_tags = Vec::from_iter(tags.iter());
sorted_tags.sort_by_key(|k| k.tag.0);
sorted_tags
};
Ok(FontSettingTagIter {
a_state: FontSettingTagIterState::new(as_new_sorted_tags(&a_settings.0)),
b_state: FontSettingTagIterState::new(as_new_sorted_tags(&b_settings.0)),
})
}
fn next_tag(state: &mut FontSettingTagIterState<'a>) -> Option<<&'a ComputedVariationValue> {
if state.index == 0 {
return None;
}
state.index -= 1;
let tag = state.tags[state.index];
if tag.tag == state.prev_tag {
FontSettingTagIter::next_tag(state)
} else {
state.prev_tag = tag.tag;
Some(tag)
}
}
}
impl<'a> Iterator for FontSettingTagIter<'a> {
type Item = Result<(&'a ComputedVariationValue, &'a ComputedVariationValue), ()>;
fn next(&mut self) -> Option<Result<(&'a ComputedVariationValue, &'a ComputedVariationValue), ()>> {
match (
FontSettingTagIter::next_tag(&mut self.a_state),
FontSettingTagIter::next_tag(&mut self.b_state),
) {
(Some(at), Some(bt)) if at.tag == bt.tag => Some(Ok((at, bt))),
(None, None) => None,
_ => Some(Err(())), // Mismatch number of unique tags or tag names.
}
}
}
impl<H, V> RepeatableListAnimatable for generic_position::Position<H, V>
where H: RepeatableListAnimatable, V: RepeatableListAnimatable {}
/// <https://drafts.csswg.org/css-transitions/#animtype-rect>
impl Animate for ClipRect {
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
use values::computed::Length;
let animate_component = |this: &Option<Length>, other: &Option<Length>| {
match (this.animate(other, procedure)?, procedure) {
(None, Procedure::Interpolate { .. }) => Ok(None),
(None, _) => Err(()),
(result, _) => Ok(result),
}
};
Ok(ClipRect {
top: animate_component(&self.top, &other.top)?,
right: animate_component(&self.right, &other.right)?,
bottom: animate_component(&self.bottom, &other.bottom)?,
left: animate_component(&self.left, &other.left)?,
})
}
}
impl ToAnimatedZero for ClipRect {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> { Err(()) }
}
fn animate_multiplicative_factor(
this: CSSFloat,
other: CSSFloat,
procedure: Procedure,
) -> Result<CSSFloat, ()> {
Ok((this - 1.).animate(&(other - 1.), procedure)? + 1.)
}
/// <http://dev.w3.org/csswg/css-transforms/#interpolation-of-transforms>
impl Animate for ComputedTransformOperation {
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
match (self, other) {
(
&TransformOperation::Matrix3D(ref this),
&TransformOperation::Matrix3D(ref other),
) => {
Ok(TransformOperation::Matrix3D(
this.animate(other, procedure)?,
))
},
(
&TransformOperation::Matrix(ref this),
&TransformOperation::Matrix(ref other),
) => {
Ok(TransformOperation::Matrix(
this.animate(other, procedure)?,
))
},
(
&TransformOperation::Skew(ref fx, None),
&TransformOperation::Skew(ref tx, None),
) => {
Ok(TransformOperation::Skew(
fx.animate(tx, procedure)?,
None,
))
},
(
&TransformOperation::Skew(ref fx, ref fy),
&TransformOperation::Skew(ref tx, ref ty),
) => {
Ok(TransformOperation::Skew(
fx.animate(tx, procedure)?,
Some(fy.unwrap_or(Angle::zero()).animate(&ty.unwrap_or(Angle::zero()), procedure)?)
))
},
(
&TransformOperation::SkewX(ref f),
&TransformOperation::SkewX(ref t),
) => {
Ok(TransformOperation::SkewX(
f.animate(t, procedure)?,
))
},
(
&TransformOperation::SkewY(ref f),
&TransformOperation::SkewY(ref t),
) => {
Ok(TransformOperation::SkewY(
f.animate(t, procedure)?,
))
},
(
&TransformOperation::Translate3D(ref fx, ref fy, ref fz),
&TransformOperation::Translate3D(ref tx, ref ty, ref tz),
) => {
Ok(TransformOperation::Translate3D(
fx.animate(tx, procedure)?,
fy.animate(ty, procedure)?,
fz.animate(tz, procedure)?,
))
},
(
&TransformOperation::Translate(ref fx, None),
&TransformOperation::Translate(ref tx, None),
) => {
Ok(TransformOperation::Translate(
fx.animate(tx, procedure)?,
None
))
},
(
&TransformOperation::Translate(ref fx, ref fy),
&TransformOperation::Translate(ref tx, ref ty),
) => {
Ok(TransformOperation::Translate(
fx.animate(tx, procedure)?,
Some(fy.unwrap_or(*fx).animate(&ty.unwrap_or(*tx), procedure)?)
))
},
(
&TransformOperation::TranslateX(ref f),
&TransformOperation::TranslateX(ref t),
) => {
Ok(TransformOperation::TranslateX(
f.animate(t, procedure)?
))
},
(
&TransformOperation::TranslateY(ref f),
&TransformOperation::TranslateY(ref t),
) => {
Ok(TransformOperation::TranslateY(
f.animate(t, procedure)?
))
},
(
&TransformOperation::TranslateZ(ref f),
&TransformOperation::TranslateZ(ref t),
) => {
Ok(TransformOperation::TranslateZ(
f.animate(t, procedure)?
))
},
(
&TransformOperation::Scale3D(ref fx, ref fy, ref fz),
&TransformOperation::Scale3D(ref tx, ref ty, ref tz),
) => {
Ok(TransformOperation::Scale3D(
animate_multiplicative_factor(*fx, *tx, procedure)?,
animate_multiplicative_factor(*fy, *ty, procedure)?,
animate_multiplicative_factor(*fz, *tz, procedure)?,
))
},
(
&TransformOperation::ScaleX(ref f),
&TransformOperation::ScaleX(ref t),
) => {
Ok(TransformOperation::ScaleX(
animate_multiplicative_factor(*f, *t, procedure)?
))
},
(
&TransformOperation::ScaleY(ref f),
&TransformOperation::ScaleY(ref t),
) => {
Ok(TransformOperation::ScaleY(
animate_multiplicative_factor(*f, *t, procedure)?
))
},
(
&TransformOperation::ScaleZ(ref f),
&TransformOperation::ScaleZ(ref t),
) => {
Ok(TransformOperation::ScaleZ(
animate_multiplicative_factor(*f, *t, procedure)?
))
},
(
&TransformOperation::Scale(ref f, None),
&TransformOperation::Scale(ref t, None),
) => {
Ok(TransformOperation::Scale(
animate_multiplicative_factor(*f, *t, procedure)?,
None
))
},
(
&TransformOperation::Scale(ref fx, ref fy),
&TransformOperation::Scale(ref tx, ref ty),
) => {
Ok(TransformOperation::Scale(
animate_multiplicative_factor(*fx, *tx, procedure)?,
Some(animate_multiplicative_factor(fy.unwrap_or(*fx), ty.unwrap_or(*tx), procedure)?),
))
},
(
&TransformOperation::Rotate3D(fx, fy, fz, fa),
&TransformOperation::Rotate3D(tx, ty, tz, ta),
) => {
let (fx, fy, fz, fa) = transform::get_normalized_vector_and_angle(fx, fy, fz, fa);
let (tx, ty, tz, ta) = transform::get_normalized_vector_and_angle(tx, ty, tz, ta);
if (fx, fy, fz) == (tx, ty, tz) {
let ia = fa.animate(&ta, procedure)?;
Ok(TransformOperation::Rotate3D(fx, fy, fz, ia))
} else {
let matrix_f = rotate_to_matrix(fx, fy, fz, fa);
let matrix_t = rotate_to_matrix(tx, ty, tz, ta);
Ok(TransformOperation::Matrix3D(
matrix_f.animate(&matrix_t, procedure)?,
))
}
},
(
&TransformOperation::RotateX(fa),
&TransformOperation::RotateX(ta),
) => {
Ok(TransformOperation::RotateX(
fa.animate(&ta, procedure)?
))
},
(
&TransformOperation::RotateY(fa),
&TransformOperation::RotateY(ta),
) => {
Ok(TransformOperation::RotateY(
fa.animate(&ta, procedure)?
))
},
(
&TransformOperation::RotateZ(fa),
&TransformOperation::RotateZ(ta),
) => {
Ok(TransformOperation::RotateZ(
fa.animate(&ta, procedure)?
))
},
(
&TransformOperation::Rotate(fa),
&TransformOperation::Rotate(ta),
) => {
Ok(TransformOperation::Rotate(
fa.animate(&ta, procedure)?
))
},
(
&TransformOperation::Rotate(fa),
&TransformOperation::RotateZ(ta),
) => {
Ok(TransformOperation::Rotate(
fa.animate(&ta, procedure)?
))
},
(
&TransformOperation::RotateZ(fa),
&TransformOperation::Rotate(ta),
) => {
Ok(TransformOperation::Rotate(
fa.animate(&ta, procedure)?
))
},
(
&TransformOperation::Perspective(ref fd),
&TransformOperation::Perspective(ref td),
) => {
let mut fd_matrix = Matrix3D::identity();
let mut td_matrix = Matrix3D::identity();
if fd.px() > 0. {
fd_matrix.m34 = -1. / fd.px();
}
if td.px() > 0. {
td_matrix.m34 = -1. / td.px();
}
Ok(TransformOperation::Matrix3D(
fd_matrix.animate(&td_matrix, procedure)?,
))
},
_ if self.is_translate() && other.is_translate() => {
self.to_translate_3d().animate(&other.to_translate_3d(), procedure)
}
_ if self.is_scale() && other.is_scale() => {
self.to_scale_3d().animate(&other.to_scale_3d(), procedure)
}
_ => Err(()),
}
}
}
fn is_matched_operation(first: &ComputedTransformOperation, second: &ComputedTransformOperation) -> bool {
match (first, second) {
(&TransformOperation::Matrix(..),
&TransformOperation::Matrix(..)) |
(&TransformOperation::Matrix3D(..),
&TransformOperation::Matrix3D(..)) |
(&TransformOperation::Skew(..),
&TransformOperation::Skew(..)) |
(&TransformOperation::SkewX(..),
&TransformOperation::SkewX(..)) |
(&TransformOperation::SkewY(..),
&TransformOperation::SkewY(..)) |
(&TransformOperation::Rotate(..),
&TransformOperation::Rotate(..)) |
(&TransformOperation::Rotate3D(..),
&TransformOperation::Rotate3D(..)) |
(&TransformOperation::RotateX(..),
&TransformOperation::RotateX(..)) |
(&TransformOperation::RotateY(..),
&TransformOperation::RotateY(..)) |
(&TransformOperation::RotateZ(..),
&TransformOperation::RotateZ(..)) |
(&TransformOperation::Perspective(..),
&TransformOperation::Perspective(..)) => true,
// we animate scale and translate operations against each other
(a, b) if a.is_translate() && b.is_translate() => true,
(a, b) if a.is_scale() && b.is_scale() => true,
// InterpolateMatrix and AccumulateMatrix are for mismatched transform.
_ => false
}
}
/// <https://www.w3.org/TR/css-transforms-1/#Rotate3dDefined>
fn rotate_to_matrix(x: f32, y: f32, z: f32, a: Angle) -> Matrix3D {
let half_rad = a.radians() / 2.0;
let sc = (half_rad).sin() * (half_rad).cos();
let sq = (half_rad).sin().powi(2);
Matrix3D {
m11: 1.0 - 2.0 * (y * y + z * z) * sq,
m12: 2.0 * (x * y * sq + z * sc),
m13: 2.0 * (x * z * sq - y * sc),
m14: 0.0,
m21: 2.0 * (x * y * sq - z * sc),
m22: 1.0 - 2.0 * (x * x + z * z) * sq,
m23: 2.0 * (y * z * sq + x * sc),
m24: 0.0,
m31: 2.0 * (x * z * sq + y * sc),
m32: 2.0 * (y * z * sq - x * sc),
m33: 1.0 - 2.0 * (x * x + y * y) * sq,
m34: 0.0,
m41: 0.0,
m42: 0.0,
m43: 0.0,
m44: 1.0
}
}
/// A 2d matrix for interpolation.
#[derive(Clone, ComputeSquaredDistance, Copy, Debug)]
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
#[allow(missing_docs)]
// FIXME: We use custom derive for ComputeSquaredDistance. However, If possible, we should convert
// the InnerMatrix2D into types with physical meaning. This custom derive computes the squared
// distance from each matrix item, and this makes the result different from that in Gecko if we
// have skew factor in the Matrix3D.
pub struct InnerMatrix2D {
pub m11: CSSFloat, pub m12: CSSFloat,
pub m21: CSSFloat, pub m22: CSSFloat,
}
/// A 2d translation function.
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
#[derive(Animate, Clone, ComputeSquaredDistance, Copy, Debug)]
pub struct Translate2D(f32, f32);
/// A 2d scale function.
#[derive(Clone, ComputeSquaredDistance, Copy, Debug)]
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
pub struct Scale2D(f32, f32);
/// A decomposed 2d matrix.
#[derive(Clone, Copy, Debug)]
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
pub struct MatrixDecomposed2D {
/// The translation function.
pub translate: Translate2D,
/// The scale function.
pub scale: Scale2D,
/// The rotation angle.
pub angle: f32,
/// The inner matrix.
pub matrix: InnerMatrix2D,
}
impl Animate for InnerMatrix2D {
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
Ok(InnerMatrix2D {
m11: animate_multiplicative_factor(self.m11, other.m11, procedure)?,
m12: self.m12.animate(&other.m12, procedure)?,
m21: self.m21.animate(&other.m21, procedure)?,
m22: animate_multiplicative_factor(self.m22, other.m22, procedure)?,
})
}
}
impl Animate for Scale2D {
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
Ok(Scale2D(
animate_multiplicative_factor(self.0, other.0, procedure)?,
animate_multiplicative_factor(self.1, other.1, procedure)?,
))
}
}
impl Animate for MatrixDecomposed2D {
/// <https://drafts.csswg.org/css-transforms/#interpolation-of-decomposed-2d-matrix-values>
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
// If x-axis of one is flipped, and y-axis of the other,
// convert to an unflipped rotation.
let mut scale = self.scale;
let mut angle = self.angle;
let mut other_angle = other.angle;
if (scale.0 < 0.0 && other.scale.1 < 0.0) || (scale.1 < 0.0 && other.scale.0 < 0.0) {
scale.0 = -scale.0;
scale.1 = -scale.1;
angle += if angle < 0.0 {180.} else {-180.};
}
// Don't rotate the long way around.
if angle == 0.0 {
angle = 360.
}
if other_angle == 0.0 {
other_angle = 360.
}
if (angle - other_angle).abs() > 180. {
if angle > other_angle {
angle -= 360.
}
else{
other_angle -= 360.
}
}
// Interpolate all values.
let translate = self.translate.animate(&other.translate, procedure)?;
let scale = scale.animate(&other.scale, procedure)?;
let angle = angle.animate(&other_angle, procedure)?;
let matrix = self.matrix.animate(&other.matrix, procedure)?;
Ok(MatrixDecomposed2D {
translate: translate,
scale: scale,
angle: angle,
matrix: matrix,
})
}
}
impl ComputeSquaredDistance for MatrixDecomposed2D {
#[inline]
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
// Use Radian to compute the distance.
const RAD_PER_DEG: f64 = ::std::f64::consts::PI / 180.0;
let angle1 = self.angle as f64 * RAD_PER_DEG;
let angle2 = other.angle as f64 * RAD_PER_DEG;
Ok(self.translate.compute_squared_distance(&other.translate)? +
self.scale.compute_squared_distance(&other.scale)? +
angle1.compute_squared_distance(&angle2)? +
self.matrix.compute_squared_distance(&other.matrix)?)
}
}
impl Animate for Matrix3D {
#[cfg(feature = "servo")]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
if self.is_3d() || other.is_3d() {
let decomposed_from = decompose_3d_matrix(*self);
let decomposed_to = decompose_3d_matrix(*other);
match (decomposed_from, decomposed_to) {
(Ok(this), Ok(other)) => {
Ok(Matrix3D::from(this.animate(&other, procedure)?))
},
// Matrices can be undecomposable due to couple reasons, e.g.,
// non-invertible matrices. In this case, we should report Err
// here, and let the caller do the fallback procedure.
_ => Err(())
}
} else {
let this = MatrixDecomposed2D::from(*self);
let other = MatrixDecomposed2D::from(*other);
Ok(Matrix3D::from(this.animate(&other, procedure)?))
}
}
#[cfg(feature = "gecko")]
// Gecko doesn't exactly follow the spec here; we use a different procedure
// to match it
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
let (from, to) = if self.is_3d() || other.is_3d() {
(decompose_3d_matrix(*self), decompose_3d_matrix(*other))
} else {
(decompose_2d_matrix(self), decompose_2d_matrix(other))
};
match (from, to) {
(Ok(from), Ok(to)) => {
Ok(Matrix3D::from(from.animate(&to, procedure)?))
},
// Matrices can be undecomposable due to couple reasons, e.g.,
// non-invertible matrices. In this case, we should report Err here,
// and let the caller do the fallback procedure.
_ => Err(())
}
}
}
impl Animate for Matrix {
#[cfg(feature = "servo")]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
let this = Matrix3D::from(*self);
let other = Matrix3D::from(*other);
let this = MatrixDecomposed2D::from(this);
let other = MatrixDecomposed2D::from(other);
Ok(Matrix3D::from(this.animate(&other, procedure)?).into_2d()?)
}
#[cfg(feature = "gecko")]
// Gecko doesn't exactly follow the spec here; we use a different procedure
// to match it
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
let from = decompose_2d_matrix(&(*self).into());
let to = decompose_2d_matrix(&(*other).into());
match (from, to) {
(Ok(from), Ok(to)) => {
Matrix3D::from(from.animate(&to, procedure)?).into_2d()
},
// Matrices can be undecomposable due to couple reasons, e.g.,
// non-invertible matrices. In this case, we should report Err here,
// and let the caller do the fallback procedure.
_ => Err(())
}
}
}
impl ComputeSquaredDistance for Matrix3D {
#[inline]
#[cfg(feature = "servo")]
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
if self.is_3d() || other.is_3d() {
let from = decompose_3d_matrix(*self)?;
let to = decompose_3d_matrix(*other)?;
from.compute_squared_distance(&to)
} else {
let from = MatrixDecomposed2D::from(*self);
let to = MatrixDecomposed2D::from(*other);
from.compute_squared_distance(&to)
}
}
#[inline]
#[cfg(feature = "gecko")]
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
let (from, to) = if self.is_3d() || other.is_3d() {
(decompose_3d_matrix(*self)?, decompose_3d_matrix(*other)?)
} else {
(decompose_2d_matrix(self)?, decompose_2d_matrix(other)?)
};
from.compute_squared_distance(&to)
}
}
impl From<Matrix3D> for MatrixDecomposed2D {
/// Decompose a 2D matrix.
/// <https://drafts.csswg.org/css-transforms/#decomposing-a-2d-matrix>
fn from(matrix: Matrix3D) -> MatrixDecomposed2D {
let mut row0x = matrix.m11;
let mut row0y = matrix.m12;
let mut row1x = matrix.m21;
let mut row1y = matrix.m22;
let translate = Translate2D(matrix.m41, matrix.m42);
let mut scale = Scale2D((row0x * row0x + row0y * row0y).sqrt(),
(row1x * row1x + row1y * row1y).sqrt());
// If determinant is negative, one axis was flipped.
let determinant = row0x * row1y - row0y * row1x;
if determinant < 0. {
if row0x < row1y {
scale.0 = -scale.0;
} else {
scale.1 = -scale.1;
}
}
// Renormalize matrix to remove scale.
if scale.0 != 0.0 {
row0x *= 1. / scale.0;
row0y *= 1. / scale.0;
}
if scale.1 != 0.0 {
row1x *= 1. / scale.1;
row1y *= 1. / scale.1;
}
// Compute rotation and renormalize matrix.
let mut angle = row0y.atan2(row0x);
if angle != 0.0 {
let sn = -row0y;
let cs = row0x;
let m11 = row0x;
let m12 = row0y;
let m21 = row1x;
let m22 = row1y;
row0x = cs * m11 + sn * m21;
row0y = cs * m12 + sn * m22;
row1x = -sn * m11 + cs * m21;
row1y = -sn * m12 + cs * m22;
}
let m = InnerMatrix2D {
m11: row0x, m12: row0y,
m21: row1x, m22: row1y,
};
// Convert into degrees because our rotation functions expect it.
angle = angle.to_degrees();
MatrixDecomposed2D {
translate: translate,
scale: scale,
angle: angle,
matrix: m,
}
}
}
impl From<MatrixDecomposed2D> for Matrix3D {
/// Recompose a 2D matrix.
/// <https://drafts.csswg.org/css-transforms/#recomposing-to-a-2d-matrix>
fn from(decomposed: MatrixDecomposed2D) -> Matrix3D {
let mut computed_matrix = Matrix3D::identity();
computed_matrix.m11 = decomposed.matrix.m11;
computed_matrix.m12 = decomposed.matrix.m12;
computed_matrix.m21 = decomposed.matrix.m21;
computed_matrix.m22 = decomposed.matrix.m22;
// Translate matrix.
computed_matrix.m41 = decomposed.translate.0;
computed_matrix.m42 = decomposed.translate.1;
// Rotate matrix.
let angle = decomposed.angle.to_radians();
let cos_angle = angle.cos();
let sin_angle = angle.sin();
let mut rotate_matrix = Matrix3D::identity();
rotate_matrix.m11 = cos_angle;
rotate_matrix.m12 = sin_angle;
rotate_matrix.m21 = -sin_angle;
rotate_matrix.m22 = cos_angle;
// Multiplication of computed_matrix and rotate_matrix
computed_matrix = multiply(rotate_matrix, computed_matrix);
// Scale matrix.
computed_matrix.m11 *= decomposed.scale.0;
computed_matrix.m12 *= decomposed.scale.0;
computed_matrix.m21 *= decomposed.scale.1;
computed_matrix.m22 *= decomposed.scale.1;
computed_matrix
}
}
#[cfg(feature = "gecko")]
impl<'a> From< &'a RawGeckoGfxMatrix4x4> for Matrix3D {
fn from(m: &'a RawGeckoGfxMatrix4x4) -> Matrix3D {
Matrix3D {
m11: m[0], m12: m[1], m13: m[2], m14: m[3],
m21: m[4], m22: m[5], m23: m[6], m24: m[7],
m31: m[8], m32: m[9], m33: m[10], m34: m[11],
m41: m[12], m42: m[13], m43: m[14], m44: m[15],
}
}
}
#[cfg(feature = "gecko")]
impl From<Matrix3D> for RawGeckoGfxMatrix4x4 {
fn from(matrix: Matrix3D) -> RawGeckoGfxMatrix4x4 {
[ matrix.m11, matrix.m12, matrix.m13, matrix.m14,
matrix.m21, matrix.m22, matrix.m23, matrix.m24,
matrix.m31, matrix.m32, matrix.m33, matrix.m34,
matrix.m41, matrix.m42, matrix.m43, matrix.m44 ]
}
}
/// A 3d translation.
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
#[derive(Animate, Clone, ComputeSquaredDistance, Copy, Debug)]
pub struct Translate3D(f32, f32, f32);
/// A 3d scale function.
#[derive(Clone, ComputeSquaredDistance, Copy, Debug)]
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
pub struct Scale3D(f32, f32, f32);
/// A 3d skew function.
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
#[derive(Animate, Clone, Copy, Debug)]
pub struct Skew(f32, f32, f32);
/// A 3d perspective transformation.
#[derive(Clone, ComputeSquaredDistance, Copy, Debug)]
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
pub struct Perspective(f32, f32, f32, f32);
/// A quaternion used to represent a rotation.
#[derive(Clone, Copy, Debug)]
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
pub struct Quaternion(f64, f64, f64, f64);
/// A decomposed 3d matrix.
#[derive(Animate, Clone, ComputeSquaredDistance, Copy, Debug)]
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
pub struct MatrixDecomposed3D {
/// A translation function.
pub translate: Translate3D,
/// A scale function.
pub scale: Scale3D,
/// The skew component of the transformation.
pub skew: Skew,
/// The perspective component of the transformation.
pub perspective: Perspective,
/// The quaternion used to represent the rotation.
pub quaternion: Quaternion,
}
impl Quaternion {
/// Return a quaternion from a unit direction vector and angle (unit: radian).
#[inline]
fn from_direction_and_angle(vector: &DirectionVector, angle: f64) -> Self {
debug_assert!((vector.length() - 1.).abs() < 0.0001,
"Only accept an unit direction vector to create a quaternion");
// Reference:
// https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation
//
// if the direction axis is (x, y, z) = xi + yj + zk,
// and the angle is |theta|, this formula can be done using
// an extension of Euler's formula:
// q = cos(theta/2) + (xi + yj + zk)(sin(theta/2))
// = cos(theta/2) +
// x*sin(theta/2)i + y*sin(theta/2)j + z*sin(theta/2)k
Quaternion(vector.x as f64 * (angle / 2.).sin(),
vector.y as f64 * (angle / 2.).sin(),
vector.z as f64 * (angle / 2.).sin(),
(angle / 2.).cos())
}
/// Calculate the dot product.
#[inline]
fn dot(&self, other: &Self) -> f64 {
self.0 * other.0 + self.1 * other.1 + self.2 * other.2 + self.3 * other.3
}
}
impl Animate for Quaternion {
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
use std::f64;
let (this_weight, other_weight) = procedure.weights();
debug_assert!((this_weight + other_weight - 1.0f64).abs() <= f64::EPSILON ||
other_weight == 1.0f64 || other_weight == 0.0f64,
"animate should only be used for interpolating or accumulating transforms");
// We take a specialized code path for accumulation (where other_weight is 1)
if other_weight == 1.0 {
if this_weight == 0.0 {
return Ok(*other);
}
let clamped_w = self.3.min(1.0).max(-1.0);
// Determine the scale factor.
let mut theta = clamped_w.acos();
let mut scale = if theta == 0.0 { 0.0 } else { 1.0 / theta.sin() };
theta *= this_weight;
scale *= theta.sin();
// Scale the self matrix by this_weight.
let mut scaled_self = *self;
% for i in range(3):
scaled_self.${i} *= scale;
% endfor
scaled_self.3 = theta.cos();
// Multiply scaled-self by other.
let a = &scaled_self;
let b = other;
return Ok(Quaternion(
a.3 * b.0 + a.0 * b.3 + a.1 * b.2 - a.2 * b.1,
a.3 * b.1 - a.0 * b.2 + a.1 * b.3 + a.2 * b.0,
a.3 * b.2 + a.0 * b.1 - a.1 * b.0 + a.2 * b.3,
a.3 * b.3 - a.0 * b.0 - a.1 * b.1 - a.2 * b.2,
));
}
let mut product = self.0 * other.0 +
self.1 * other.1 +
self.2 * other.2 +
self.3 * other.3;
// Clamp product to -1.0 <= product <= 1.0
product = product.min(1.0);
product = product.max(-1.0);
if product == 1.0 {
return Ok(*self);
}
let theta = product.acos();
let w = (other_weight * theta).sin() * 1.0 / (1.0 - product * product).sqrt();
let mut a = *self;
let mut b = *other;
let mut result = Quaternion(0., 0., 0., 0.,);
% for i in range(4):
a.${i} *= (other_weight * theta).cos() - product * w;
b.${i} *= w;
result.${i} = a.${i} + b.${i};
% endfor
Ok(result)
}
}
impl ComputeSquaredDistance for Quaternion {
#[inline]
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
// Use quaternion vectors to get the angle difference. Both q1 and q2 are unit vectors,
// so we can get their angle difference by:
// cos(theta/2) = (q1 dot q2) / (|q1| * |q2|) = q1 dot q2.
let distance = self.dot(other).max(-1.0).min(1.0).acos() * 2.0;
Ok(SquaredDistance::Value(distance * distance))
}
}
/// Decompose a 3D matrix.
/// <https://drafts.csswg.org/css-transforms/#decomposing-a-3d-matrix>
fn decompose_3d_matrix(mut matrix: Matrix3D) -> Result<MatrixDecomposed3D, ()> {
// Normalize the matrix.
if matrix.m44 == 0.0 {
return Err(());
}
let scaling_factor = matrix.m44;
% for i in range(1, 5):
% for j in range(1, 5):
matrix.m${i}${j} /= scaling_factor;
% endfor
% endfor
// perspective_matrix is used to solve for perspective, but it also provides
// an easy way to test for singularity of the upper 3x3 component.
let mut perspective_matrix = matrix;
% for i in range(1, 4):
perspective_matrix.m${i}4 = 0.0;
% endfor
perspective_matrix.m44 = 1.0;
if perspective_matrix.determinant() == 0.0 {
return Err(());
}
// First, isolate perspective.
let perspective = if matrix.m14 != 0.0 || matrix.m24 != 0.0 || matrix.m34 != 0.0 {
let right_hand_side: [f32; 4] = [
matrix.m14,
matrix.m24,
matrix.m34,
matrix.m44
];
perspective_matrix = perspective_matrix.inverse().unwrap();
// Transpose perspective_matrix
perspective_matrix = Matrix3D {
% for i in range(1, 5):
% for j in range(1, 5):
m${i}${j}: perspective_matrix.m${j}${i},
% endfor
% endfor
};
// Multiply right_hand_side with perspective_matrix
let mut tmp: [f32; 4] = [0.0; 4];
% for i in range(1, 5):
tmp[${i - 1}] = (right_hand_side[0] * perspective_matrix.m1${i}) +
(right_hand_side[1] * perspective_matrix.m2${i}) +
(right_hand_side[2] * perspective_matrix.m3${i}) +
(right_hand_side[3] * perspective_matrix.m4${i});
% endfor
Perspective(tmp[0], tmp[1], tmp[2], tmp[3])
} else {
Perspective(0.0, 0.0, 0.0, 1.0)
};
// Next take care of translation
let translate = Translate3D (
matrix.m41,
matrix.m42,
matrix.m43
);
// Now get scale and shear. 'row' is a 3 element array of 3 component vectors
let mut row: [[f32; 3]; 3] = [[0.0; 3]; 3];
% for i in range(1, 4):
row[${i - 1}][0] = matrix.m${i}1;
row[${i - 1}][1] = matrix.m${i}2;
row[${i - 1}][2] = matrix.m${i}3;
% endfor
// Compute X scale factor and normalize first row.
let row0len = (row[0][0] * row[0][0] + row[0][1] * row[0][1] + row[0][2] * row[0][2]).sqrt();
let mut scale = Scale3D(row0len, 0.0, 0.0);
row[0] = [row[0][0] / row0len, row[0][1] / row0len, row[0][2] / row0len];
// Compute XY shear factor and make 2nd row orthogonal to 1st.
let mut skew = Skew(dot(row[0], row[1]), 0.0, 0.0);
row[1] = combine(row[1], row[0], 1.0, -skew.0);
// Now, compute Y scale and normalize 2nd row.
let row1len = (row[1][0] * row[1][0] + row[1][1] * row[1][1] + row[1][2] * row[1][2]).sqrt();
scale.1 = row1len;
row[1] = [row[1][0] / row1len, row[1][1] / row1len, row[1][2] / row1len];
skew.0 /= scale.1;
// Compute XZ and YZ shears, orthogonalize 3rd row
skew.1 = dot(row[0], row[2]);
row[2] = combine(row[2], row[0], 1.0, -skew.1);
skew.2 = dot(row[1], row[2]);
row[2] = combine(row[2], row[1], 1.0, -skew.2);
// Next, get Z scale and normalize 3rd row.
let row2len = (row[2][0] * row[2][0] + row[2][1] * row[2][1] + row[2][2] * row[2][2]).sqrt();
scale.2 = row2len;
row[2] = [row[2][0] / row2len, row[2][1] / row2len, row[2][2] / row2len];
skew.1 /= scale.2;
skew.2 /= scale.2;
// At this point, the matrix (in rows) is orthonormal.
// Check for a coordinate system flip. If the determinant
// is -1, then negate the matrix and the scaling factors.
let pdum3 = cross(row[1], row[2]);
if dot(row[0], pdum3) < 0.0 {
% for i in range(3):
scale.${i} *= -1.0;
row[${i}][0] *= -1.0;
row[${i}][1] *= -1.0;
row[${i}][2] *= -1.0;
% endfor
}
// Now, get the rotations out
let mut quaternion = Quaternion (
0.5 * ((1.0 + row[0][0] - row[1][1] - row[2][2]).max(0.0) as f64).sqrt(),
0.5 * ((1.0 - row[0][0] + row[1][1] - row[2][2]).max(0.0) as f64).sqrt(),
0.5 * ((1.0 - row[0][0] - row[1][1] + row[2][2]).max(0.0) as f64).sqrt(),
0.5 * ((1.0 + row[0][0] + row[1][1] + row[2][2]).max(0.0) as f64).sqrt()
);
if row[2][1] > row[1][2] {
quaternion.0 = -quaternion.0
}
if row[0][2] > row[2][0] {
quaternion.1 = -quaternion.1
}
if row[1][0] > row[0][1] {
quaternion.2 = -quaternion.2
}
Ok(MatrixDecomposed3D {
translate: translate,
scale: scale,
skew: skew,
perspective: perspective,
quaternion: quaternion
})
}
/// Decompose a 2D matrix for Gecko.
// Use the algorithm from nsStyleTransformMatrix::Decompose2DMatrix() in Gecko.
#[cfg(feature = "gecko")]
fn decompose_2d_matrix(matrix: &Matrix3D) -> Result<MatrixDecomposed3D, ()> {
// The index is column-major, so the equivalent transform matrix is:
// | m11 m21 0 m41 | => | m11 m21 | and translate(m41, m42)
// | m12 m22 0 m42 | | m12 m22 |
// | 0 0 1 0 |
// | 0 0 0 1 |
let (mut m11, mut m12) = (matrix.m11, matrix.m12);
let (mut m21, mut m22) = (matrix.m21, matrix.m22);
// Check if this is a singular matrix.
if m11 * m22 == m12 * m21 {
return Err(());
}
let mut scale_x = (m11 * m11 + m12 * m12).sqrt();
m11 /= scale_x;
m12 /= scale_x;
let mut shear_xy = m11 * m21 + m12 * m22;
m21 -= m11 * shear_xy;
m22 -= m12 * shear_xy;
let scale_y = (m21 * m21 + m22 * m22).sqrt();
m21 /= scale_y;
m22 /= scale_y;
shear_xy /= scale_y;
let determinant = m11 * m22 - m12 * m21;
// Determinant should now be 1 or -1.
if 0.99 > determinant.abs() || determinant.abs() > 1.01 {
return Err(());
}
if determinant < 0. {
m11 = -m11;
m12 = -m12;
shear_xy = -shear_xy;
scale_x = -scale_x;
}
Ok(MatrixDecomposed3D {
translate: Translate3D(matrix.m41, matrix.m42, 0.),
scale: Scale3D(scale_x, scale_y, 1.),
skew: Skew(shear_xy, 0., 0.),
perspective: Perspective(0., 0., 0., 1.),
quaternion: Quaternion::from_direction_and_angle(&DirectionVector::new(0., 0., 1.),
m12.atan2(m11) as f64)
})
}
// Combine 2 point.
fn combine(a: [f32; 3], b: [f32; 3], ascl: f32, bscl: f32) -> [f32; 3] {
[
(ascl * a[0]) + (bscl * b[0]),
(ascl * a[1]) + (bscl * b[1]),
(ascl * a[2]) + (bscl * b[2])
]
}
// Dot product.
fn dot(a: [f32; 3], b: [f32; 3]) -> f32 {
a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
}
// Cross product.
fn cross(row1: [f32; 3], row2: [f32; 3]) -> [f32; 3] {
[
row1[1] * row2[2] - row1[2] * row2[1],
row1[2] * row2[0] - row1[0] * row2[2],
row1[0] * row2[1] - row1[1] * row2[0]
]
}
impl Animate for Scale3D {
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
Ok(Scale3D(
animate_multiplicative_factor(self.0, other.0, procedure)?,
animate_multiplicative_factor(self.1, other.1, procedure)?,
animate_multiplicative_factor(self.2, other.2, procedure)?,
))
}
}
impl ComputeSquaredDistance for Skew {
// We have to use atan() to convert the skew factors into skew angles, so implement
// ComputeSquaredDistance manually.
#[inline]
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
Ok(self.0.atan().compute_squared_distance(&other.0.atan())? +
self.1.atan().compute_squared_distance(&other.1.atan())? +
self.2.atan().compute_squared_distance(&other.2.atan())?)
}
}
impl Animate for Perspective {
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
Ok(Perspective(
self.0.animate(&other.0, procedure)?,
self.1.animate(&other.1, procedure)?,
self.2.animate(&other.2, procedure)?,
animate_multiplicative_factor(self.3, other.3, procedure)?,
))
}
}
impl From<MatrixDecomposed3D> for Matrix3D {
/// Recompose a 3D matrix.
/// <https://drafts.csswg.org/css-transforms/#recomposing-to-a-3d-matrix>
fn from(decomposed: MatrixDecomposed3D) -> Matrix3D {
let mut matrix = Matrix3D::identity();
// Apply perspective
% for i in range(1, 5):
matrix.m${i}4 = decomposed.perspective.${i - 1};
% endfor
// Apply translation
% for i in range(1, 4):
% for j in range(1, 4):
matrix.m4${i} += decomposed.translate.${j - 1} * matrix.m${j}${i};
% endfor
% endfor
// Apply rotation
let x = decomposed.quaternion.0;
let y = decomposed.quaternion.1;
let z = decomposed.quaternion.2;
let w = decomposed.quaternion.3;
// Construct a composite rotation matrix from the quaternion values
// rotationMatrix is a identity 4x4 matrix initially
let mut rotation_matrix = Matrix3D::identity();
rotation_matrix.m11 = 1.0 - 2.0 * (y * y + z * z) as f32;
rotation_matrix.m12 = 2.0 * (x * y + z * w) as f32;
rotation_matrix.m13 = 2.0 * (x * z - y * w) as f32;
rotation_matrix.m21 = 2.0 * (x * y - z * w) as f32;
rotation_matrix.m22 = 1.0 - 2.0 * (x * x + z * z) as f32;
rotation_matrix.m23 = 2.0 * (y * z + x * w) as f32;
rotation_matrix.m31 = 2.0 * (x * z + y * w) as f32;
rotation_matrix.m32 = 2.0 * (y * z - x * w) as f32;
rotation_matrix.m33 = 1.0 - 2.0 * (x * x + y * y) as f32;
matrix = multiply(rotation_matrix, matrix);
// Apply skew
let mut temp = Matrix3D::identity();
if decomposed.skew.2 != 0.0 {
temp.m32 = decomposed.skew.2;
matrix = multiply(temp, matrix);
}
if decomposed.skew.1 != 0.0 {
temp.m32 = 0.0;
temp.m31 = decomposed.skew.1;
matrix = multiply(temp, matrix);
}
if decomposed.skew.0 != 0.0 {
temp.m31 = 0.0;
temp.m21 = decomposed.skew.0;
matrix = multiply(temp, matrix);
}
// Apply scale
% for i in range(1, 4):
% for j in range(1, 4):
matrix.m${i}${j} *= decomposed.scale.${i - 1};
% endfor
% endfor
matrix
}
}
// Multiplication of two 4x4 matrices.
fn multiply(a: Matrix3D, b: Matrix3D) -> Matrix3D {
let mut a_clone = a;
% for i in range(1, 5):
% for j in range(1, 5):
a_clone.m${i}${j} = (a.m${i}1 * b.m1${j}) +
(a.m${i}2 * b.m2${j}) +
(a.m${i}3 * b.m3${j}) +
(a.m${i}4 * b.m4${j});
% endfor
% endfor
a_clone
}
impl Matrix3D {
fn is_3d(&self) -> bool {
self.m13 != 0.0 || self.m14 != 0.0 ||
self.m23 != 0.0 || self.m24 != 0.0 ||
self.m31 != 0.0 || self.m32 != 0.0 || self.m33 != 1.0 || self.m34 != 0.0 ||
self.m43 != 0.0 || self.m44 != 1.0
}
fn determinant(&self) -> CSSFloat {
self.m14 * self.m23 * self.m32 * self.m41 -
self.m13 * self.m24 * self.m32 * self.m41 -
self.m14 * self.m22 * self.m33 * self.m41 +
self.m12 * self.m24 * self.m33 * self.m41 +
self.m13 * self.m22 * self.m34 * self.m41 -
self.m12 * self.m23 * self.m34 * self.m41 -
self.m14 * self.m23 * self.m31 * self.m42 +
self.m13 * self.m24 * self.m31 * self.m42 +
self.m14 * self.m21 * self.m33 * self.m42 -
self.m11 * self.m24 * self.m33 * self.m42 -
self.m13 * self.m21 * self.m34 * self.m42 +
self.m11 * self.m23 * self.m34 * self.m42 +
self.m14 * self.m22 * self.m31 * self.m43 -
self.m12 * self.m24 * self.m31 * self.m43 -
self.m14 * self.m21 * self.m32 * self.m43 +
self.m11 * self.m24 * self.m32 * self.m43 +
self.m12 * self.m21 * self.m34 * self.m43 -
self.m11 * self.m22 * self.m34 * self.m43 -
self.m13 * self.m22 * self.m31 * self.m44 +
self.m12 * self.m23 * self.m31 * self.m44 +
self.m13 * self.m21 * self.m32 * self.m44 -
self.m11 * self.m23 * self.m32 * self.m44 -
self.m12 * self.m21 * self.m33 * self.m44 +
self.m11 * self.m22 * self.m33 * self.m44
}
fn inverse(&self) -> Option<Matrix3D> {
let mut det = self.determinant();
if det == 0.0 {
return None;
}
det = 1.0 / det;
let x = Matrix3D {
m11: det *
(self.m23*self.m34*self.m42 - self.m24*self.m33*self.m42 +
self.m24*self.m32*self.m43 - self.m22*self.m34*self.m43 -
self.m23*self.m32*self.m44 + self.m22*self.m33*self.m44),
m12: det *
(self.m14*self.m33*self.m42 - self.m13*self.m34*self.m42 -
self.m14*self.m32*self.m43 + self.m12*self.m34*self.m43 +
self.m13*self.m32*self.m44 - self.m12*self.m33*self.m44),
m13: det *
(self.m13*self.m24*self.m42 - self.m14*self.m23*self.m42 +
self.m14*self.m22*self.m43 - self.m12*self.m24*self.m43 -
self.m13*self.m22*self.m44 + self.m12*self.m23*self.m44),
m14: det *
(self.m14*self.m23*self.m32 - self.m13*self.m24*self.m32 -
self.m14*self.m22*self.m33 + self.m12*self.m24*self.m33 +
self.m13*self.m22*self.m34 - self.m12*self.m23*self.m34),
m21: det *
(self.m24*self.m33*self.m41 - self.m23*self.m34*self.m41 -
self.m24*self.m31*self.m43 + self.m21*self.m34*self.m43 +
self.m23*self.m31*self.m44 - self.m21*self.m33*self.m44),
m22: det *
(self.m13*self.m34*self.m41 - self.m14*self.m33*self.m41 +
self.m14*self.m31*self.m43 - self.m11*self.m34*self.m43 -
self.m13*self.m31*self.m44 + self.m11*self.m33*self.m44),
m23: det *
(self.m14*self.m23*self.m41 - self.m13*self.m24*self.m41 -
self.m14*self.m21*self.m43 + self.m11*self.m24*self.m43 +
self.m13*self.m21*self.m44 - self.m11*self.m23*self.m44),
m24: det *
(self.m13*self.m24*self.m31 - self.m14*self.m23*self.m31 +
self.m14*self.m21*self.m33 - self.m11*self.m24*self.m33 -
self.m13*self.m21*self.m34 + self.m11*self.m23*self.m34),
m31: det *
(self.m22*self.m34*self.m41 - self.m24*self.m32*self.m41 +
self.m24*self.m31*self.m42 - self.m21*self.m34*self.m42 -
self.m22*self.m31*self.m44 + self.m21*self.m32*self.m44),
m32: det *
(self.m14*self.m32*self.m41 - self.m12*self.m34*self.m41 -
self.m14*self.m31*self.m42 + self.m11*self.m34*self.m42 +
self.m12*self.m31*self.m44 - self.m11*self.m32*self.m44),
m33: det *
(self.m12*self.m24*self.m41 - self.m14*self.m22*self.m41 +
self.m14*self.m21*self.m42 - self.m11*self.m24*self.m42 -
self.m12*self.m21*self.m44 + self.m11*self.m22*self.m44),
m34: det *
(self.m14*self.m22*self.m31 - self.m12*self.m24*self.m31 -
self.m14*self.m21*self.m32 + self.m11*self.m24*self.m32 +
self.m12*self.m21*self.m34 - self.m11*self.m22*self.m34),
m41: det *
(self.m23*self.m32*self.m41 - self.m22*self.m33*self.m41 -
self.m23*self.m31*self.m42 + self.m21*self.m33*self.m42 +
self.m22*self.m31*self.m43 - self.m21*self.m32*self.m43),
m42: det *
(self.m12*self.m33*self.m41 - self.m13*self.m32*self.m41 +
self.m13*self.m31*self.m42 - self.m11*self.m33*self.m42 -
self.m12*self.m31*self.m43 + self.m11*self.m32*self.m43),
m43: det *
(self.m13*self.m22*self.m41 - self.m12*self.m23*self.m41 -
self.m13*self.m21*self.m42 + self.m11*self.m23*self.m42 +
self.m12*self.m21*self.m43 - self.m11*self.m22*self.m43),
m44: det *
(self.m12*self.m23*self.m31 - self.m13*self.m22*self.m31 +
self.m13*self.m21*self.m32 - self.m11*self.m23*self.m32 -
self.m12*self.m21*self.m33 + self.m11*self.m22*self.m33),
};
Some(x)
}
}
/// <https://drafts.csswg.org/css-transforms-2/#propdef-rotate>
impl ComputedRotate {
fn fill_unspecified(rotate: &ComputedRotate) -> Result<(Number, Number, Number, Angle), ()> {
// According to the spec:
// https://drafts.csswg.org/css-transforms-2/#individual-transforms
//
// If the axis is unspecified, it defaults to "0 0 1"
match *rotate {
Rotate::None =>
Ok((0., 0., 1., Angle::zero())),
Rotate::Rotate3D(rx, ry, rz, angle) => Ok((rx, ry, rz, angle)),
Rotate::Rotate(angle) => Ok((0., 0., 1., angle)),
}
}
}
impl Animate for ComputedRotate {
#[inline]
fn animate(
&self,
other: &Self,
procedure: Procedure,
) -> Result<Self, ()> {
let from = ComputedRotate::fill_unspecified(self)?;
let to = ComputedRotate::fill_unspecified(other)?;
let (fx, fy, fz, fa) = transform::get_normalized_vector_and_angle(from.0, from.1, from.2, from.3);
let (tx, ty, tz, ta) = transform::get_normalized_vector_and_angle(to.0, to.1, to.2, to.3);
if (fx, fy, fz) == (tx, ty, tz) {
return Ok(Rotate::Rotate3D(fx, fy, fz, fa.animate(&ta, procedure)?));
}
let fv = DirectionVector::new(fx, fy, fz);
let tv = DirectionVector::new(tx, ty, tz);
let fq = Quaternion::from_direction_and_angle(&fv, fa.radians64());
let tq = Quaternion::from_direction_and_angle(&tv, ta.radians64());
let rq = Quaternion::animate(&fq, &tq, procedure)?;
let (x, y, z, angle) =
transform::get_normalized_vector_and_angle(rq.0 as f32,
rq.1 as f32,
rq.2 as f32,
rq.3.acos() as f32 *2.0);
Ok(Rotate::Rotate3D(x, y, z, Angle::from_radians(angle)))
}
}
/// <https://drafts.csswg.org/css-transforms-2/#propdef-translate>
impl ComputedTranslate {
fn fill_unspecified(translate: &ComputedTranslate)
-> Result<(LengthOrPercentage, LengthOrPercentage, Length), ()> {
// According to the spec:
// https://drafts.csswg.org/css-transforms-2/#individual-transforms
//
// Unspecified translations default to 0px
match *translate {
Translate::None => {
Ok((LengthOrPercentage::Length(Length::zero()),
LengthOrPercentage::Length(Length::zero()),
Length::zero()))
},
Translate::Translate3D(tx, ty, tz) => Ok((tx, ty, tz)),
Translate::Translate(tx, ty) => Ok((tx, ty, Length::zero())),
Translate::TranslateX(tx) => Ok((tx, LengthOrPercentage::Length(Length::zero()), Length::zero())),
}
}
}
impl Animate for ComputedTranslate {
#[inline]
fn animate(
&self,
other: &Self,
procedure: Procedure,
) -> Result<Self, ()> {
let from = ComputedTranslate::fill_unspecified(self)?;
let to = ComputedTranslate::fill_unspecified(other)?;
Ok(Translate::Translate3D(from.0.animate(&to.0, procedure)?,
from.1.animate(&to.1, procedure)?,
from.2.animate(&to.2, procedure)?))
}
}
/// <https://drafts.csswg.org/css-transforms-2/#propdef-scale>
impl ComputedScale {
fn fill_unspecified(scale: &ComputedScale)
-> Result<(Number, Number, Number), ()> {
// According to the spec:
// https://drafts.csswg.org/css-transforms-2/#individual-transforms
//
// Unspecified scales default to 1
match *scale {
Scale::None => Ok((1.0, 1.0, 1.0)),
Scale::Scale3D(sx, sy, sz) => Ok((sx, sy, sz)),
Scale::Scale(sx, sy) => Ok((sx, sy, 1.)),
Scale::ScaleX(sx) => Ok((sx, 1., 1.)),
}
}
}
impl Animate for ComputedScale {
#[inline]
fn animate(
&self,
other: &Self,
procedure: Procedure,
) -> Result<Self, ()> {
let from = ComputedScale::fill_unspecified(self)?;
let to = ComputedScale::fill_unspecified(other)?;
if procedure == Procedure::Add {
// scale(x1,y1,z1)*scale(x2,y2,z2) = scale(x1*x2, y1*y2, z1*z2)
return Ok(Scale::Scale3D(from.0 * to.0, from.1 * to.1, from.2 * to.2));
}
Ok(Scale::Scale3D(animate_multiplicative_factor(from.0, to.0, procedure)?,
animate_multiplicative_factor(from.1, to.1, procedure)?,
animate_multiplicative_factor(from.2, to.2, procedure)?))
}
}
/// <https://drafts.csswg.org/css-transforms/#interpolation-of-transforms>
impl Animate for ComputedTransform {
#[inline]
fn animate(
&self,
other_: &Self,
procedure: Procedure,
) -> Result<Self, ()> {
let animate_equal_lists = |this: &[ComputedTransformOperation],
other: &[ComputedTransformOperation]|
-> Result<ComputedTransform, ()> {
Ok(Transform(this.iter().zip(other)
.map(|(this, other)| this.animate(other, procedure))
.collect::<Result<Vec<_>, _>>()?))
// If we can't animate for a pair of matched transform lists
// this means we have at least one undecomposable matrix,
// so we should bubble out Err here, and let the caller do
// the fallback procedure.
};
if self.0.is_empty() && other_.0.is_empty() {
return Ok(Transform(vec![]));
}
let this = &self.0;
let other = &other_.0;
if procedure == Procedure::Add {
let result = this.iter().chain(other).cloned().collect::<Vec<_>>();
return Ok(Transform(result));
}
// For matched transform lists.
{
if this.len() == other.len() {
let is_matched_transforms = this.iter().zip(other).all(|(this, other)| {
is_matched_operation(this, other)
});
if is_matched_transforms {
return animate_equal_lists(this, other);
}
}
}
// For mismatched transform lists.
let mut owned_this = this.clone();
let mut owned_other = other.clone();
if this.is_empty() {
let this = other_.to_animated_zero()?.0;
if this.iter().zip(other).all(|(this, other)| is_matched_operation(this, other)) {
return animate_equal_lists(&this, other)
}
owned_this = this;
}
if other.is_empty() {
let other = self.to_animated_zero()?.0;
if this.iter().zip(&other).all(|(this, other)| is_matched_operation(this, other)) {
return animate_equal_lists(this, &other)
}
owned_other = other;
}
match procedure {
Procedure::Add => Err(()),
Procedure::Interpolate { progress } => {
Ok(Transform(vec![TransformOperation::InterpolateMatrix {
from_list: Transform(owned_this),
to_list: Transform(owned_other),
progress: Percentage(progress as f32),
}]))
},
Procedure::Accumulate { count } => {
Ok(Transform(vec![TransformOperation::AccumulateMatrix {
from_list: Transform(owned_this),
to_list: Transform(owned_other),
count: cmp::min(count, i32::max_value() as u64) as i32,
}]))
},
}
}
}
// This might not be the most useful definition of distance. It might be better, for example,
// to trace the distance travelled by a point as its transform is interpolated between the two
// lists. That, however, proves to be quite complicated so we take a simple approach for now.
// See https://bugzilla.mozilla.org/show_bug.cgi?id=1318591#c0.
impl ComputeSquaredDistance for ComputedTransformOperation {
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
// For translate, We don't want to require doing layout in order to calculate the result, so
// drop the percentage part. However, dropping percentage makes us impossible to
// compute the distance for the percentage-percentage case, but Gecko uses the
// same formula, so it's fine for now.
// Note: We use pixel value to compute the distance for translate, so we have to
// convert Au into px.
let extract_pixel_length = |lop: &LengthOrPercentage| {
match *lop {
LengthOrPercentage::Length(px) => px.px(),
LengthOrPercentage::Percentage(_) => 0.,
LengthOrPercentage::Calc(calc) => calc.length().px(),
}
};
match (self, other) {
(
&TransformOperation::Matrix3D(ref this),
&TransformOperation::Matrix3D(ref other),
) => {
this.compute_squared_distance(other)
},
(
&TransformOperation::Matrix(ref this),
&TransformOperation::Matrix(ref other),
) => {
let this: Matrix3D = (*this).into();
let other: Matrix3D = (*other).into();
this.compute_squared_distance(&other)
},
(
&TransformOperation::Skew(ref fx, ref fy),
&TransformOperation::Skew(ref tx, ref ty),
) => {
Ok(
fx.compute_squared_distance(&tx)? +
fy.compute_squared_distance(&ty)?,
)
},
(
&TransformOperation::SkewX(ref f),
&TransformOperation::SkewX(ref t),
) | (
&TransformOperation::SkewY(ref f),
&TransformOperation::SkewY(ref t),
) => {
f.compute_squared_distance(&t)
},
(
&TransformOperation::Translate3D(ref fx, ref fy, ref fz),
&TransformOperation::Translate3D(ref tx, ref ty, ref tz),
) => {
let fx = extract_pixel_length(&fx);
let fy = extract_pixel_length(&fy);
let tx = extract_pixel_length(&tx);
let ty = extract_pixel_length(&ty);
Ok(
fx.compute_squared_distance(&tx)? +
fy.compute_squared_distance(&ty)? +
fz.compute_squared_distance(&tz)?,
)
},
(
&TransformOperation::Scale3D(ref fx, ref fy, ref fz),
&TransformOperation::Scale3D(ref tx, ref ty, ref tz),
) => {
Ok(
fx.compute_squared_distance(&tx)? +
fy.compute_squared_distance(&ty)? +
fz.compute_squared_distance(&tz)?,
)
},
(
&TransformOperation::Rotate3D(fx, fy, fz, fa),
&TransformOperation::Rotate3D(tx, ty, tz, ta),
) => {
let (fx, fy, fz, angle1) =
transform::get_normalized_vector_and_angle(fx, fy, fz, fa);
let (tx, ty, tz, angle2) =
transform::get_normalized_vector_and_angle(tx, ty, tz, ta);
if (fx, fy, fz) == (tx, ty, tz) {
angle1.compute_squared_distance(&angle2)
} else {
let v1 = DirectionVector::new(fx, fy, fz);
let v2 = DirectionVector::new(tx, ty, tz);
let q1 = Quaternion::from_direction_and_angle(&v1, angle1.radians64());
let q2 = Quaternion::from_direction_and_angle(&v2, angle2.radians64());
q1.compute_squared_distance(&q2)
}
}
(
&TransformOperation::RotateX(fa),
&TransformOperation::RotateX(ta),
) |
(
&TransformOperation::RotateY(fa),
&TransformOperation::RotateY(ta),
) |
(
&TransformOperation::RotateZ(fa),
&TransformOperation::RotateZ(ta),
) |
(
&TransformOperation::Rotate(fa),
&TransformOperation::Rotate(ta),
) => {
fa.compute_squared_distance(&ta)
}
(
&TransformOperation::Perspective(ref fd),
&TransformOperation::Perspective(ref td),
) => {
let mut fd_matrix = Matrix3D::identity();
let mut td_matrix = Matrix3D::identity();
if fd.px() > 0. {
fd_matrix.m34 = -1. / fd.px();
}
if td.px() > 0. {
td_matrix.m34 = -1. / td.px();
}
fd_matrix.compute_squared_distance(&td_matrix)
}
(
&TransformOperation::Perspective(ref p),
&TransformOperation::Matrix3D(ref m),
) | (
&TransformOperation::Matrix3D(ref m),
&TransformOperation::Perspective(ref p),
) => {
let mut p_matrix = Matrix3D::identity();
if p.px() > 0. {
p_matrix.m34 = -1. / p.px();
}
p_matrix.compute_squared_distance(&m)
}
// Gecko cross-interpolates amongst all translate and all scale
// functions (See ToPrimitive in layout/style/StyleAnimationValue.cpp)
// without falling back to InterpolateMatrix
_ if self.is_translate() && other.is_translate() => {
self.to_translate_3d().compute_squared_distance(&other.to_translate_3d())
}
_ if self.is_scale() && other.is_scale() => {
self.to_scale_3d().compute_squared_distance(&other.to_scale_3d())
}
_ => Err(()),
}
}
}
impl ComputeSquaredDistance for ComputedTransform {
#[inline]
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
let list1 = &self.0;
let list2 = &other.0;
let squared_dist: Result<SquaredDistance, _> = list1.iter().zip_longest(list2).map(|it| {
match it {
EitherOrBoth::Both(this, other) => {
this.compute_squared_distance(other)
},
EitherOrBoth::Left(list) | EitherOrBoth::Right(list) => {
list.to_animated_zero()?.compute_squared_distance(list)
},
}
}).sum();
// Roll back to matrix interpolation if there is any Err(()) in the transform lists, such
// as mismatched transform functions.
if let Err(_) = squared_dist {
let matrix1: Matrix3D = self.to_transform_3d_matrix(None)?.0.into();
let matrix2: Matrix3D = other.to_transform_3d_matrix(None)?.0.into();
return matrix1.compute_squared_distance(&matrix2);
}
squared_dist
}
}
/// Animated SVGPaint
pub type IntermediateSVGPaint = SVGPaint<AnimatedRGBA, ComputedUrl>;
/// Animated SVGPaintKind
pub type IntermediateSVGPaintKind = SVGPaintKind<AnimatedRGBA, ComputedUrl>;
impl ToAnimatedZero for IntermediateSVGPaint {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
Ok(IntermediateSVGPaint {
kind: self.kind.to_animated_zero()?,
fallback: self.fallback.and_then(|v| v.to_animated_zero().ok()),
})
}
}
impl From<NonNegativeLengthOrPercentage> for NumberOrPercentage {
fn from(lop: NonNegativeLengthOrPercentage) -> NumberOrPercentage {
lop.0.into()
}
}
impl From<NonNegativeNumber> for NumberOrPercentage {
fn from(num: NonNegativeNumber) -> NumberOrPercentage {
num.0.into()
}
}
impl From<LengthOrPercentage> for NumberOrPercentage {
fn from(lop: LengthOrPercentage) -> NumberOrPercentage {
match lop {
LengthOrPercentage::Length(len) => NumberOrPercentage::Number(len.px()),
LengthOrPercentage::Percentage(p) => NumberOrPercentage::Percentage(p),
LengthOrPercentage::Calc(_) => {
panic!("We dont't expected calc interpolation for SvgLengthOrPercentageOrNumber");
},
}
}
}
impl From<Number> for NumberOrPercentage {
fn from(num: Number) -> NumberOrPercentage {
NumberOrPercentage::Number(num)
}
}
fn convert_to_number_or_percentage<LengthOrPercentageType, NumberType>(
from: SvgLengthOrPercentageOrNumber<LengthOrPercentageType, NumberType>)
-> NumberOrPercentage
where LengthOrPercentageType: Into<NumberOrPercentage>,
NumberType: Into<NumberOrPercentage>
{
match from {
SvgLengthOrPercentageOrNumber::LengthOrPercentage(lop) => {
lop.into()
}
SvgLengthOrPercentageOrNumber::Number(num) => {
num.into()
}
}
}
fn convert_from_number_or_percentage<LengthOrPercentageType, NumberType>(
from: NumberOrPercentage)
-> SvgLengthOrPercentageOrNumber<LengthOrPercentageType, NumberType>
where LengthOrPercentageType: From<LengthOrPercentage>,
NumberType: From<Number>
{
match from {
NumberOrPercentage::Number(num) =>
SvgLengthOrPercentageOrNumber::Number(num.into()),
NumberOrPercentage::Percentage(p) =>
SvgLengthOrPercentageOrNumber::LengthOrPercentage(
(LengthOrPercentage::Percentage(p)).into())
}
}
impl <L, N> Animate for SvgLengthOrPercentageOrNumber<L, N>
where
L: Animate + From<LengthOrPercentage> + Into<NumberOrPercentage> + Copy,
N: Animate + From<Number> + Into<NumberOrPercentage>,
LengthOrPercentage: From<L>,
Self: Copy,
{
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
if self.has_calc() || other.has_calc() {
// TODO: We need to treat calc value.
// https://bugzilla.mozilla.org/show_bug.cgi?id=1386967
return Err(());
}
let this = convert_to_number_or_percentage(*self);
let other = convert_to_number_or_percentage(*other);
match (this, other) {
(
NumberOrPercentage::Number(ref this),
NumberOrPercentage::Number(ref other),
) => {
Ok(convert_from_number_or_percentage(
NumberOrPercentage::Number(this.animate(other, procedure)?)
))
},
(
NumberOrPercentage::Percentage(ref this),
NumberOrPercentage::Percentage(ref other),
) => {
Ok(convert_from_number_or_percentage(
NumberOrPercentage::Percentage(this.animate(other, procedure)?)
))
},
_ => Err(()),
}
}
}
impl<L> Animate for SVGLength<L>
where
L: Animate + Clone,
{
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
match (self, other) {
(&SVGLength::Length(ref this), &SVGLength::Length(ref other)) => {
Ok(SVGLength::Length(this.animate(other, procedure)?))
},
_ => Err(()),
}
}
}
/// <https://www.w3.org/TR/SVG11/painting.html#StrokeDasharrayProperty>
impl<L> Animate for SVGStrokeDashArray<L>
where
L: Clone + RepeatableListAnimatable,
{
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
if matches!(procedure, Procedure::Add | Procedure::Accumulate { .. }) {
// Non-additive.
return Err(());
}
match (self, other) {
(&SVGStrokeDashArray::Values(ref this), &SVGStrokeDashArray::Values(ref other)) => {
Ok(SVGStrokeDashArray::Values(this.animate(other, procedure)?))
},
_ => Err(()),
}
}
}
impl<L> ToAnimatedZero for SVGStrokeDashArray<L>
where
L: ToAnimatedZero,
{
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
match *self {
SVGStrokeDashArray::Values(ref values) => {
Ok(SVGStrokeDashArray::Values(
values.iter().map(ToAnimatedZero::to_animated_zero).collect::<Result<Vec<_>, _>>()?,
))
}
SVGStrokeDashArray::ContextValue => Ok(SVGStrokeDashArray::ContextValue),
}
}
}
impl<O> Animate for SVGOpacity<O>
where
O: Animate + Clone,
{
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
match (self, other) {
(&SVGOpacity::Opacity(ref this), &SVGOpacity::Opacity(ref other)) => {
Ok(SVGOpacity::Opacity(this.animate(other, procedure)?))
},
_ => Err(()),
}
}
}
<%
FILTER_FUNCTIONS = [ 'Blur', 'Brightness', 'Contrast', 'Grayscale',
'HueRotate', 'Invert', 'Opacity', 'Saturate',
'Sepia' ]
%>
/// <https://drafts.fxtf.org/filters/#animation-of-filters>
impl Animate for AnimatedFilter {
fn animate(
&self,
other: &Self,
procedure: Procedure,
) -> Result<Self, ()> {
match (self, other) {
% for func in ['Blur', 'Grayscale', 'HueRotate', 'Invert', 'Sepia']:
(&Filter::${func}(ref this), &Filter::${func}(ref other)) => {
Ok(Filter::${func}(this.animate(other, procedure)?))
},
% endfor
% for func in ['Brightness', 'Contrast', 'Opacity', 'Saturate']:
(&Filter::${func}(ref this), &Filter::${func}(ref other)) => {
Ok(Filter::${func}(NonNegative(animate_multiplicative_factor(
this.0,
other.0,
procedure,
)?)))
},
% endfor
% if product == "gecko":
(&Filter::DropShadow(ref this), &Filter::DropShadow(ref other)) => {
Ok(Filter::DropShadow(this.animate(other, procedure)?))
},
% endif
_ => Err(()),
}
}
}
/// <http://dev.w3.org/csswg/css-transforms/#none-transform-animation>
impl ToAnimatedZero for AnimatedFilter {
fn to_animated_zero(&self) -> Result<Self, ()> {
match *self {
% for func in ['Blur', 'Grayscale', 'HueRotate', 'Invert', 'Sepia']:
Filter::${func}(ref this) => Ok(Filter::${func}(this.to_animated_zero()?)),
% endfor
% for func in ['Brightness', 'Contrast', 'Opacity', 'Saturate']:
Filter::${func}(_) => Ok(Filter::${func}(NonNegative(1.))),
% endfor
% if product == "gecko":
Filter::DropShadow(ref this) => Ok(Filter::DropShadow(this.to_animated_zero()?)),
% endif
_ => Err(()),
}
}
}
impl Animate for AnimatedFilterList {
#[inline]
fn animate(
&self,
other: &Self,
procedure: Procedure,
) -> Result<Self, ()> {
if procedure == Procedure::Add {
return Ok(AnimatedFilterList(
self.0.iter().chain(other.0.iter()).cloned().collect(),
));
}
Ok(AnimatedFilterList(self.0.iter().zip_longest(other.0.iter()).map(|it| {
match it {
EitherOrBoth::Both(this, other) => {
this.animate(other, procedure)
},
EitherOrBoth::Left(this) => {
this.animate(&this.to_animated_zero()?, procedure)
},
EitherOrBoth::Right(other) => {
other.to_animated_zero()?.animate(other, procedure)
},
}
}).collect::<Result<Vec<_>, _>>()?))
}
}
impl ComputeSquaredDistance for AnimatedFilterList {
#[inline]
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
self.0.iter().zip_longest(other.0.iter()).map(|it| {
match it {
EitherOrBoth::Both(this, other) => {
this.compute_squared_distance(other)
},
EitherOrBoth::Left(list) | EitherOrBoth::Right(list) => {
list.to_animated_zero()?.compute_squared_distance(list)
},
}
}).sum()
}
}
/// A comparator to sort PropertyIds such that longhands are sorted before shorthands,
/// shorthands with fewer components are sorted before shorthands with more components,
/// and otherwise shorthands are sorted by IDL name as defined by [Web Animations][property-order].
///
/// Using this allows us to prioritize values specified by longhands (or smaller
/// shorthand subsets) when longhands and shorthands are both specified on the one keyframe.
///
/// Example orderings that result from this:
///
/// margin-left, margin
///
/// and:
///
/// border-top-color, border-color, border-top, border
///
/// [property-order] https://drafts.csswg.org/web-animations/#calculating-computed-keyframes
#[cfg(feature = "gecko")]
pub fn compare_property_priority(a: &PropertyId, b: &PropertyId) -> cmp::Ordering {
match (a.as_shorthand(), b.as_shorthand()) {
// Within shorthands, sort by the number of subproperties, then by IDL name.
(Ok(a), Ok(b)) => {
let subprop_count_a = a.longhands().len();
let subprop_count_b = b.longhands().len();
subprop_count_a.cmp(&subprop_count_b).then_with(
|| get_idl_name_sort_order(&a).cmp(&get_idl_name_sort_order(&b)))
},
// Longhands go before shorthands.
(Ok(_), Err(_)) => cmp::Ordering::Greater,
(Err(_), Ok(_)) => cmp::Ordering::Less,
// Both are longhands or custom properties in which case they don't overlap and should
// sort equally.
_ => cmp::Ordering::Equal,
}
}
#[cfg(feature = "gecko")]
fn get_idl_name_sort_order(shorthand: &ShorthandId) -> u32 {
<%
# Sort by IDL name.
sorted_shorthands = sorted(data.shorthands, key=lambda p: to_idl_name(p.ident))
# Annotate with sorted position
sorted_shorthands = [(p, position) for position, p in enumerate(sorted_shorthands)]
%>
match *shorthand {
% for property, position in sorted_shorthands:
ShorthandId::${property.camel_case} => ${position},
% endfor
}
}