servo/components/style/properties/helpers/animated_properties.mako.rs
Boris Chiou 3a38e815ec Implement Servo_ParseTransformIntoMatrix.
DOMMatrix needs to convert a specified transform list into a matrix, so
we could rewrite to_transform_3d_matrix by generics for both specified
and computed transform lists.

Besides, we have to update the test case because we use Transform3D<f64> to
compute the matrix, instead of Transform3D<f32>, so the result will be
the same as that in Gecko. Using 0.3 may cause floating point issue
because (0.3f32 as f64) is not equal to 0.3 (i.e. floating point precision
issue), so using 0.25 instead.
2017-11-28 10:08:12 +08:00

2872 lines
104 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 %>
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 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;
#[cfg(feature = "gecko")]
use properties::longhands::font_variation_settings::computed_value::T as FontVariationSettings;
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;
use std::fmt;
#[cfg(feature = "gecko")] use hash::FnvHashMap;
use style_traits::{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::generics::transform::{self, Transform, TransformOperation};
use values::distance::{ComputeSquaredDistance, SquaredDistance};
#[cfg(feature = "gecko")] use values::generics::FontSettings as GenericFontSettings;
#[cfg(feature = "gecko")] use values::generics::FontSettingTag as GenericFontSettingTag;
#[cfg(feature = "gecko")] use values::generics::FontSettingTagFloat;
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};
/// <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:
${helpers.to_nscsspropertyid(prop.ident)} => true,
% endif
% endfor
_ => false
}
}
/// A given transition property, that is either `All`, a transitionable longhand property,
/// a shorthand with at least one transitionable longhand component, or an unsupported property.
// NB: This needs to be here because it needs all the longhands generated
// beforehand.
#[derive(Clone, Debug, Eq, Hash, MallocSizeOf, PartialEq)]
pub enum TransitionProperty {
/// All, any transitionable property changing should generate a transition.
///
/// FIXME(emilio): Can we remove this and just use
/// Shorthand(ShorthandId::All)?
All,
/// A shorthand.
Shorthand(ShorthandId),
/// A longhand transitionable property.
Longhand(LonghandId),
/// Unrecognized property which could be any non-transitionable, custom property, or
/// unknown property.
Unsupported(CustomIdent),
}
impl ToCss for TransitionProperty {
fn to_css<W>(&self, dest: &mut W) -> fmt::Result where W: fmt::Write {
match *self {
TransitionProperty::All => dest.write_str("all"),
TransitionProperty::Shorthand(ref id) => dest.write_str(id.name()),
TransitionProperty::Longhand(ref id) => dest.write_str(id.name()),
TransitionProperty::Unsupported(ref id) => id.to_css(dest),
}
}
}
trivial_to_computed_value!(TransitionProperty);
impl TransitionProperty {
/// Iterates over each longhand property.
pub fn each<F: FnMut(&LonghandId) -> ()>(mut cb: F) {
% for prop in data.longhands:
% if prop.transitionable:
cb(&LonghandId::${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::{:?}", property)
}
}
}
}
/// 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::${prop.camel_case}(ref from, ref to) => {
// https://w3c.github.io/web-animations/#discrete-animation-type
% if prop.animation_value_type == "discrete":
let value = if progress < 0.5 { from.clone() } else { to.clone() };
% else:
let value = match from.animate(to, Procedure::Interpolate { progress }) {
Ok(value) => value,
Err(()) => return,
};
% endif
% if not prop.is_animatable_with_computed_value:
let value: longhands::${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))]
pub enum AnimationValue {
% for prop in data.longhands:
% if prop.animatable:
/// ${prop.name}
% if prop.is_animatable_with_computed_value:
${prop.camel_case}(longhands::${prop.ident}::computed_value::T),
% else:
${prop.camel_case}(<longhands::${prop.ident}::computed_value::T as ToAnimatedValue>::AnimatedValue),
% endif
% endif
% endfor
}
impl AnimationValue {
/// Returns the longhand id this animated value corresponds to.
pub fn id(&self) -> LonghandId {
match *self {
% for prop in data.longhands:
% if prop.animatable:
AnimationValue::${prop.camel_case}(..) => LonghandId::${prop.camel_case},
% endif
% endfor
}
}
/// "Uncompute" this animation value in order to be used inside the CSS
/// cascade.
pub fn uncompute(&self) -> PropertyDeclaration {
use properties::longhands;
match *self {
% for prop in data.longhands:
% if prop.animatable:
AnimationValue::${prop.camel_case}(ref from) => {
PropertyDeclaration::${prop.camel_case}(
% if prop.boxed:
Box::new(
% endif
longhands::${prop.ident}::SpecifiedValue::from_computed_value(
% if prop.is_animatable_with_computed_value:
from
% else:
&ToAnimatedValue::from_animated_value(from.clone())
% endif
))
% if prop.boxed:
)
% endif
}
% endif
% endfor
}
}
/// Construct an AnimationValue from a property declaration.
pub fn from_declaration(
decl: &PropertyDeclaration,
context: &mut Context,
extra_custom_properties: Option<<&Arc<::custom_properties::CustomPropertiesMap>>,
initial: &ComputedValues
) -> Option<Self> {
use properties::LonghandId;
let animatable = match *decl {
% for prop in data.longhands:
% if prop.animatable:
PropertyDeclaration::${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(id, keyword) => {
match 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::${prop.camel_case} => {
let style_struct = match keyword {
% if not prop.style_struct.inherited:
CSSWideKeyword::Unset |
% endif
CSSWideKeyword::Initial => {
initial.get_${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(id, ref unparsed) => {
let substituted = {
let custom_properties =
extra_custom_properties.or_else(|| context.style().custom_properties());
unparsed.substitute_variables(
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(())
}
}
impl Animate for AnimationValue {
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
let value = match (self, other) {
% for prop in data.longhands:
% if prop.animatable:
% if prop.animation_value_type != "discrete":
(
&AnimationValue::${prop.camel_case}(ref this),
&AnimationValue::${prop.camel_case}(ref other),
) => {
AnimationValue::${prop.camel_case}(
this.animate(other, procedure)?,
)
},
% else:
(
&AnimationValue::${prop.camel_case}(ref this),
&AnimationValue::${prop.camel_case}(ref other),
) => {
AnimationValue::${prop.camel_case}(
animate_discrete(this, other, procedure)?
)
},
% endif
% endif
% endfor
_ => {
panic!("Unexpected AnimationValue::animate call, got: {:?}, {:?}", self, other);
}
};
Ok(value)
}
}
impl ComputeSquaredDistance for AnimationValue {
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
match *self {
% for i, prop in enumerate([p for p in data.longhands if p.animatable and p.animation_value_type == "discrete"]):
% if i > 0:
|
% endif
AnimationValue::${prop.camel_case}(..)
% endfor
=> return Err(()),
_ => (),
}
match (self, other) {
% for prop in data.longhands:
% if prop.animatable:
% if prop.animation_value_type != "discrete":
(&AnimationValue::${prop.camel_case}(ref this), &AnimationValue::${prop.camel_case}(ref other)) => {
this.compute_squared_distance(other)
},
% endif
% endif
% endfor
_ => {
panic!(
"computed values should be of the same property, got: {:?}, {:?}",
self,
other
);
},
}
}
}
impl ToAnimatedZero for AnimationValue {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
match *self {
% for prop in data.longhands:
% if prop.animatable and prop.animation_value_type != "discrete":
AnimationValue::${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 {
ultra_condensed => 1.0,
extra_condensed => 2.0,
condensed => 3.0,
semi_condensed => 4.0,
normal => 5.0,
semi_expanded => 6.0,
expanded => 7.0,
extra_expanded => 8.0,
ultra_expanded => 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] =
[ ultra_condensed, extra_condensed, condensed, semi_condensed, normal,
semi_expanded, expanded, extra_expanded, ultra_expanded ];
FONT_STRETCH_ENUM_MAP[(index - 1.0) as usize]
}
}
/// <https://drafts.csswg.org/css-fonts-4/#font-variation-settings-def>
#[cfg(feature = "gecko")]
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<FontSettingTag>, ()>>()
.map(GenericFontSettings::Tag)
}
}
#[cfg(feature = "gecko")]
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()
}
}
#[cfg(feature = "gecko")]
impl ToAnimatedZero for FontVariationSettings {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
Err(())
}
}
#[cfg(feature = "gecko")]
impl Animate for FontSettingTag {
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
if self.tag != other.tag {
return Err(());
}
let value = self.value.animate(&other.value, procedure)?;
Ok(FontSettingTag {
tag: self.tag,
value,
})
}
}
#[cfg(feature = "gecko")]
impl ComputeSquaredDistance for FontSettingTag {
#[inline]
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
if self.tag != other.tag {
return Err(());
}
self.value.compute_squared_distance(&other.value)
}
}
#[cfg(feature = "gecko")]
type FontSettingTag = GenericFontSettingTag<FontSettingTagFloat>;
#[cfg(feature = "gecko")]
struct FontSettingTagIterState<'a> {
tags: Vec<(&'a FontSettingTag)>,
index: usize,
prev_tag: u32,
}
#[cfg(feature = "gecko")]
impl<'a> FontSettingTagIterState<'a> {
fn new(tags: Vec<(&'a FontSettingTag)>) -> FontSettingTagIterState<'a> {
FontSettingTagIterState {
index: tags.len(),
tags,
prev_tag: 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
///
#[cfg(feature = "gecko")]
struct FontSettingTagIter<'a> {
a_state: FontSettingTagIterState<'a>,
b_state: FontSettingTagIterState<'a>,
}
#[cfg(feature = "gecko")]
impl<'a> FontSettingTagIter<'a> {
fn new(
a_settings: &'a FontVariationSettings,
b_settings: &'a FontVariationSettings,
) -> Result<FontSettingTagIter<'a>, ()> {
if let (&GenericFontSettings::Tag(ref a_tags), &GenericFontSettings::Tag(ref b_tags)) = (a_settings, b_settings)
{
fn as_new_sorted_tags(tags: &Vec<FontSettingTag>) -> Vec<(&FontSettingTag)> {
use std::iter::FromIterator;
let mut sorted_tags: Vec<(&FontSettingTag)> = Vec::from_iter(tags.iter());
sorted_tags.sort_by_key(|k| k.tag);
sorted_tags
};
Ok(FontSettingTagIter {
a_state: FontSettingTagIterState::new(as_new_sorted_tags(a_tags)),
b_state: FontSettingTagIterState::new(as_new_sorted_tags(b_tags)),
})
} else {
Err(())
}
}
fn next_tag(state: &mut FontSettingTagIterState<'a>) -> Option<(&'a FontSettingTag)> {
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)
}
}
}
#[cfg(feature = "gecko")]
impl<'a> Iterator for FontSettingTagIter<'a> {
type Item = Result<(&'a FontSettingTag, &'a FontSettingTag), ()>;
fn next(&mut self) -> Option<Result<(&'a FontSettingTag, &'a FontSettingTag), ()>> {
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, ref fy),
&TransformOperation::Skew(ref tx, ref ty),
) => {
Ok(TransformOperation::Skew(
fx.animate(tx, procedure)?,
fy.animate(ty, 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, ref fy),
&TransformOperation::Translate(ref tx, ref ty),
) => {
Ok(TransformOperation::Translate(
fx.animate(tx, procedure)?,
fy.animate(ty, 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::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(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 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 Animate for MatrixDecomposed3D {
/// <https://drafts.csswg.org/css-transforms/#interpolation-of-decomposed-3d-matrix-values>
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");
let mut sum = *self;
// Add translate, scale, skew and perspective components.
sum.translate = self.translate.animate(&other.translate, procedure)?;
sum.scale = self.scale.animate(&other.scale, procedure)?;
sum.skew = self.skew.animate(&other.skew, procedure)?;
sum.perspective = self.perspective.animate(&other.perspective, procedure)?;
// Add quaternions using spherical linear interpolation (Slerp).
//
// 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.quaternion.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.quaternion.${i} *= scale;
% endfor
scaled_self.quaternion.3 = theta.cos();
// Multiply scaled-self by other.
let a = &scaled_self.quaternion;
let b = &other.quaternion;
sum.quaternion = 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,
);
} else {
let mut product = self.quaternion.0 * other.quaternion.0 +
self.quaternion.1 * other.quaternion.1 +
self.quaternion.2 * other.quaternion.2 +
self.quaternion.3 * other.quaternion.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(sum);
}
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;
% for i in range(4):
a.quaternion.${i} *= (other_weight * theta).cos() - product * w;
b.quaternion.${i} *= w;
sum.quaternion.${i} = a.quaternion.${i} + b.quaternion.${i};
% endfor
}
Ok(sum)
}
}
impl From<MatrixDecomposed3D> for Matrix3D {
/// Recompose a 3D matrix.
/// <https://drafts.csswg.org/css-transforms/#recomposing-to-a-3d-matrix>
fn from(decomposed: MatrixDecomposed3D) -> Matrix3D {
let mut matrix = Matrix3D::identity();
// Apply perspective
% for i in range(1, 5):
matrix.m${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/#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(()),
}
}
}
// FIXME(nox): This should be derived.
impl ComputeSquaredDistance for AnimatedFilter {
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
match (self, other) {
% for func in FILTER_FUNCTIONS:
(&Filter::${func}(ref this), &Filter::${func}(ref other)) => {
this.compute_squared_distance(other)
},
% endfor
% if product == "gecko":
(&Filter::DropShadow(ref this), &Filter::DropShadow(ref other)) => {
this.compute_squared_distance(other)
},
% 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://w3c.github.io/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
}
}