mirror of
https://github.com/servo/servo.git
synced 2025-06-30 20:13:39 +01:00
Per bug 1322189 we really should. I've copied the setup we have already for translate / scale, but we should really clean this up a bit more I'd think. In any case, probably skew should be matched as well... Bug: 1464615 Reviewed-by: hiro MozReview-Commit-ID: Jky5k8HVfuH
387 lines
15 KiB
Rust
387 lines
15 KiB
Rust
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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//! Computed types for CSS values that are related to transformations.
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use euclid::{Transform3D, Vector3D};
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use num_traits::Zero;
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use super::CSSFloat;
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use values::animated::ToAnimatedZero;
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use values::computed::{Angle, Integer, Length, LengthOrPercentage, Number, Percentage};
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use values::generics::transform as generic;
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pub use values::generics::transform::TransformStyle;
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/// A single operation in a computed CSS `transform`
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pub type TransformOperation =
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generic::TransformOperation<Angle, Number, Length, Integer, LengthOrPercentage>;
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/// A computed CSS `transform`
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pub type Transform = generic::Transform<TransformOperation>;
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/// The computed value of a CSS `<transform-origin>`
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pub type TransformOrigin = generic::TransformOrigin<LengthOrPercentage, LengthOrPercentage, Length>;
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/// A computed timing function.
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pub type TimingFunction = generic::TimingFunction<u32, Number>;
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/// A vector to represent the direction vector (rotate axis) for Rotate3D.
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pub type DirectionVector = Vector3D<CSSFloat>;
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impl TransformOrigin {
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/// Returns the initial computed value for `transform-origin`.
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#[inline]
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pub fn initial_value() -> Self {
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Self::new(
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LengthOrPercentage::Percentage(Percentage(0.5)),
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LengthOrPercentage::Percentage(Percentage(0.5)),
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Length::new(0.),
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)
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}
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}
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/// computed value of matrix3d()
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pub type Matrix3D = generic::Matrix3D<Number>;
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/// computed value of matrix()
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pub type Matrix = generic::Matrix<Number>;
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// we rustfmt_skip here because we want the matrices to look like
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// matrices instead of being split across lines
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#[cfg_attr(rustfmt, rustfmt_skip)]
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impl Matrix3D {
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#[inline]
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/// Get an identity matrix
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pub fn identity() -> Self {
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Self {
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m11: 1.0, m12: 0.0, m13: 0.0, m14: 0.0,
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m21: 0.0, m22: 1.0, m23: 0.0, m24: 0.0,
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m31: 0.0, m32: 0.0, m33: 1.0, m34: 0.0,
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m41: 0., m42: 0., m43: 0., m44: 1.0
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}
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}
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/// Convert to a 2D Matrix
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pub fn into_2d(self) -> Result<Matrix, ()> {
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if self.m13 == 0. && self.m23 == 0. &&
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self.m31 == 0. && self.m32 == 0. &&
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self.m33 == 1. && self.m34 == 0. &&
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self.m14 == 0. && self.m24 == 0. &&
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self.m43 == 0. && self.m44 == 1. {
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Ok(Matrix {
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a: self.m11, c: self.m21, e: self.m41,
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b: self.m12, d: self.m22, f: self.m42,
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})
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} else {
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Err(())
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}
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}
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}
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#[cfg_attr(rustfmt, rustfmt_skip)]
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impl Matrix {
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#[inline]
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/// Get an identity matrix
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pub fn identity() -> Self {
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Self {
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a: 1., c: 0., /* 0 0*/
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b: 0., d: 1., /* 0 0*/
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/* 0 0 1 0 */
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e: 0., f: 0., /* 0 1 */
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}
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}
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}
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#[cfg_attr(rustfmt, rustfmt_skip)]
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impl From<Matrix> for Matrix3D {
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fn from(m: Matrix) -> Self {
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Self {
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m11: m.a, m12: m.b, m13: 0.0, m14: 0.0,
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m21: m.c, m22: m.d, m23: 0.0, m24: 0.0,
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m31: 0.0, m32: 0.0, m33: 1.0, m34: 0.0,
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m41: m.e, m42: m.f, m43: 0.0, m44: 1.0
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}
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}
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}
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#[cfg_attr(rustfmt, rustfmt_skip)]
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impl From<Transform3D<CSSFloat>> for Matrix3D {
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#[inline]
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fn from(m: Transform3D<CSSFloat>) -> Self {
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Matrix3D {
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m11: m.m11, m12: m.m12, m13: m.m13, m14: m.m14,
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m21: m.m21, m22: m.m22, m23: m.m23, m24: m.m24,
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m31: m.m31, m32: m.m32, m33: m.m33, m34: m.m34,
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m41: m.m41, m42: m.m42, m43: m.m43, m44: m.m44
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}
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}
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}
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impl TransformOperation {
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/// Convert to a Translate3D.
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///
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/// Must be called on a Translate function
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pub fn to_translate_3d(&self) -> Self {
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match *self {
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generic::TransformOperation::Translate3D(..) => self.clone(),
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generic::TransformOperation::TranslateX(ref x) |
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generic::TransformOperation::Translate(ref x, None) => {
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generic::TransformOperation::Translate3D(
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x.clone(),
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LengthOrPercentage::zero(),
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Length::zero(),
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)
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},
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generic::TransformOperation::Translate(ref x, Some(ref y)) => {
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generic::TransformOperation::Translate3D(x.clone(), y.clone(), Length::zero())
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},
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generic::TransformOperation::TranslateY(ref y) => {
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generic::TransformOperation::Translate3D(
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LengthOrPercentage::zero(),
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y.clone(),
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Length::zero(),
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)
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},
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generic::TransformOperation::TranslateZ(ref z) => {
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generic::TransformOperation::Translate3D(
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LengthOrPercentage::zero(),
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LengthOrPercentage::zero(),
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z.clone(),
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)
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},
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_ => unreachable!(),
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}
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}
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/// Convert to a Rotate3D.
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///
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/// Must be called on a Rotate function.
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pub fn to_rotate_3d(&self) -> Self {
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match *self {
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generic::TransformOperation::Rotate3D(..) => self.clone(),
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generic::TransformOperation::RotateZ(ref angle) |
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generic::TransformOperation::Rotate(ref angle) => {
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generic::TransformOperation::Rotate3D(0., 0., 1., angle.clone())
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}
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generic::TransformOperation::RotateX(ref angle) => {
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generic::TransformOperation::Rotate3D(1., 0., 0., angle.clone())
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}
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generic::TransformOperation::RotateY(ref angle) => {
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generic::TransformOperation::Rotate3D(0., 1., 0., angle.clone())
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}
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_ => unreachable!(),
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}
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}
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/// Convert to a Scale3D.
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///
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/// Must be called on a Scale function
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pub fn to_scale_3d(&self) -> Self {
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match *self {
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generic::TransformOperation::Scale3D(..) => self.clone(),
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generic::TransformOperation::Scale(s, None) => {
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generic::TransformOperation::Scale3D(s, s, 1.)
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},
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generic::TransformOperation::Scale(x, Some(y)) => {
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generic::TransformOperation::Scale3D(x, y, 1.)
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},
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generic::TransformOperation::ScaleX(x) => {
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generic::TransformOperation::Scale3D(x, 1., 1.)
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},
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generic::TransformOperation::ScaleY(y) => {
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generic::TransformOperation::Scale3D(1., y, 1.)
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},
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generic::TransformOperation::ScaleZ(z) => {
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generic::TransformOperation::Scale3D(1., 1., z)
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},
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_ => unreachable!(),
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}
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}
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}
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/// Build an equivalent 'identity transform function list' based
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/// on an existing transform list.
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/// http://dev.w3.org/csswg/css-transforms/#none-transform-animation
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impl ToAnimatedZero for TransformOperation {
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fn to_animated_zero(&self) -> Result<Self, ()> {
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match *self {
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generic::TransformOperation::Matrix3D(..) => {
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Ok(generic::TransformOperation::Matrix3D(Matrix3D::identity()))
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},
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generic::TransformOperation::Matrix(..) => {
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Ok(generic::TransformOperation::Matrix(Matrix::identity()))
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},
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generic::TransformOperation::Skew(sx, sy) => Ok(generic::TransformOperation::Skew(
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sx.to_animated_zero()?,
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sy.to_animated_zero()?,
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)),
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generic::TransformOperation::SkewX(s) => {
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Ok(generic::TransformOperation::SkewX(s.to_animated_zero()?))
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},
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generic::TransformOperation::SkewY(s) => {
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Ok(generic::TransformOperation::SkewY(s.to_animated_zero()?))
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},
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generic::TransformOperation::Translate3D(ref tx, ref ty, ref tz) => {
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Ok(generic::TransformOperation::Translate3D(
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tx.to_animated_zero()?,
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ty.to_animated_zero()?,
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tz.to_animated_zero()?,
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))
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},
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generic::TransformOperation::Translate(ref tx, ref ty) => {
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Ok(generic::TransformOperation::Translate(
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tx.to_animated_zero()?,
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ty.to_animated_zero()?,
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))
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},
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generic::TransformOperation::TranslateX(ref t) => Ok(
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generic::TransformOperation::TranslateX(t.to_animated_zero()?),
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),
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generic::TransformOperation::TranslateY(ref t) => Ok(
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generic::TransformOperation::TranslateY(t.to_animated_zero()?),
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),
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generic::TransformOperation::TranslateZ(ref t) => Ok(
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generic::TransformOperation::TranslateZ(t.to_animated_zero()?),
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),
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generic::TransformOperation::Scale3D(..) => {
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Ok(generic::TransformOperation::Scale3D(1.0, 1.0, 1.0))
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},
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generic::TransformOperation::Scale(_, _) => {
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Ok(generic::TransformOperation::Scale(1.0, Some(1.0)))
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},
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generic::TransformOperation::ScaleX(..) => Ok(generic::TransformOperation::ScaleX(1.0)),
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generic::TransformOperation::ScaleY(..) => Ok(generic::TransformOperation::ScaleY(1.0)),
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generic::TransformOperation::ScaleZ(..) => Ok(generic::TransformOperation::ScaleZ(1.0)),
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generic::TransformOperation::Rotate3D(x, y, z, a) => {
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let (x, y, z, _) = generic::get_normalized_vector_and_angle(x, y, z, a);
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Ok(generic::TransformOperation::Rotate3D(
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x,
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y,
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z,
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Angle::zero(),
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))
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},
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generic::TransformOperation::RotateX(_) => {
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Ok(generic::TransformOperation::RotateX(Angle::zero()))
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},
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generic::TransformOperation::RotateY(_) => {
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Ok(generic::TransformOperation::RotateY(Angle::zero()))
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},
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generic::TransformOperation::RotateZ(_) => {
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Ok(generic::TransformOperation::RotateZ(Angle::zero()))
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},
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generic::TransformOperation::Rotate(_) => {
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Ok(generic::TransformOperation::Rotate(Angle::zero()))
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},
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generic::TransformOperation::Perspective(ref l) => {
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Ok(generic::TransformOperation::Perspective(l.to_animated_zero()?))
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},
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generic::TransformOperation::AccumulateMatrix { .. } |
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generic::TransformOperation::InterpolateMatrix { .. } => {
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// AccumulateMatrix/InterpolateMatrix: We do interpolation on
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// AccumulateMatrix/InterpolateMatrix by reading it as a ComputedMatrix
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// (with layout information), and then do matrix interpolation.
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//
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// Therefore, we use an identity matrix to represent the identity transform list.
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// http://dev.w3.org/csswg/css-transforms/#identity-transform-function
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Ok(generic::TransformOperation::Matrix3D(Matrix3D::identity()))
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},
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}
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}
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}
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impl ToAnimatedZero for Transform {
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#[inline]
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fn to_animated_zero(&self) -> Result<Self, ()> {
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Ok(generic::Transform(self.0
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.iter()
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.map(|op| op.to_animated_zero())
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.collect::<Result<Vec<_>, _>>()?))
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}
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}
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/// A computed CSS `rotate`
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pub type Rotate = generic::Rotate<Number, Angle>;
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impl Rotate {
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/// Convert TransformOperation to Rotate.
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pub fn to_transform_operation(&self) -> Option<TransformOperation> {
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match *self {
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generic::Rotate::None => None,
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generic::Rotate::Rotate(angle) => Some(generic::TransformOperation::Rotate(angle)),
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generic::Rotate::Rotate3D(rx, ry, rz, angle) => {
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Some(generic::TransformOperation::Rotate3D(rx, ry, rz, angle))
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},
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}
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}
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/// Convert Rotate to TransformOperation.
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pub fn from_transform_operation(operation: &TransformOperation) -> Rotate {
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match *operation {
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generic::TransformOperation::Rotate(angle) => generic::Rotate::Rotate(angle),
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generic::TransformOperation::Rotate3D(rx, ry, rz, angle) => {
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generic::Rotate::Rotate3D(rx, ry, rz, angle)
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},
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_ => unreachable!("Found unexpected value for rotate property"),
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}
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}
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}
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/// A computed CSS `translate`
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pub type Translate = generic::Translate<LengthOrPercentage, Length>;
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impl Translate {
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/// Convert TransformOperation to Translate.
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pub fn to_transform_operation(&self) -> Option<TransformOperation> {
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match *self {
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generic::Translate::None => None,
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generic::Translate::TranslateX(tx) => Some(generic::TransformOperation::TranslateX(tx)),
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generic::Translate::Translate(tx, ty) => {
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Some(generic::TransformOperation::Translate(tx, Some(ty)))
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},
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generic::Translate::Translate3D(tx, ty, tz) => {
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Some(generic::TransformOperation::Translate3D(tx, ty, tz))
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},
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}
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}
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/// Convert Translate to TransformOperation.
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pub fn from_transform_operation(operation: &TransformOperation) -> Translate {
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match *operation {
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generic::TransformOperation::TranslateX(tx) => generic::Translate::TranslateX(tx),
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generic::TransformOperation::Translate(tx, Some(ty)) => {
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generic::Translate::Translate(tx, ty)
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},
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generic::TransformOperation::Translate3D(tx, ty, tz) => {
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generic::Translate::Translate3D(tx, ty, tz)
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},
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_ => unreachable!("Found unexpected value for translate"),
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}
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}
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}
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/// A computed CSS `scale`
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pub type Scale = generic::Scale<Number>;
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impl Scale {
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/// Convert TransformOperation to Scale.
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pub fn to_transform_operation(&self) -> Option<TransformOperation> {
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match *self {
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generic::Scale::None => None,
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generic::Scale::ScaleX(sx) => Some(generic::TransformOperation::ScaleX(sx)),
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generic::Scale::Scale(sx, sy) => Some(generic::TransformOperation::Scale(sx, Some(sy))),
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generic::Scale::Scale3D(sx, sy, sz) => {
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Some(generic::TransformOperation::Scale3D(sx, sy, sz))
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},
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}
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}
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/// Convert Scale to TransformOperation.
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pub fn from_transform_operation(operation: &TransformOperation) -> Scale {
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match *operation {
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generic::TransformOperation::ScaleX(sx) => generic::Scale::ScaleX(sx),
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generic::TransformOperation::Scale(sx, Some(sy)) => generic::Scale::Scale(sx, sy),
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generic::TransformOperation::Scale3D(sx, sy, sz) => generic::Scale::Scale3D(sx, sy, sz),
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_ => unreachable!("Found unexpected value for scale"),
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}
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}
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}
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