servo/components/style/values/animated/mod.rs
Tiaan Louw 8c1c4073e2 style: Convert RGBA to AbsoluteColor for computed/animated/resolved CSS colors
Computed color values will not be in the correct format, closer to the
one specified by the author.  This also means that colors accross the
code are stored now as AbsoluteColor or StyleAbsoluteColor.  This allows
color space/gamut information to be available for use.

Some animation related test failures had to be changed, because colors
now has greater precision.  Animated a color now causes a lot more
animation updates, which was not initially expected.  See the bug for
discussion.

Differential Revision: https://phabricator.services.mozilla.com/D171021
2023-11-21 15:36:35 +01:00

492 lines
15 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 https://mozilla.org/MPL/2.0/. */
//! Animated values.
//!
//! Some values, notably colors, cannot be interpolated directly with their
//! computed values and need yet another intermediate representation. This
//! module's raison d'être is to ultimately contain all these types.
use crate::color::AbsoluteColor;
use crate::properties::PropertyId;
use crate::values::computed::length::LengthPercentage;
use crate::values::computed::url::ComputedUrl;
use crate::values::computed::Angle as ComputedAngle;
use crate::values::computed::Image;
use crate::values::specified::SVGPathData;
use crate::values::CSSFloat;
use app_units::Au;
use smallvec::SmallVec;
use std::cmp;
pub mod color;
pub mod effects;
pub mod lists;
mod font;
mod grid;
mod svg;
pub mod transform;
/// The category a property falls into for ordering purposes.
///
/// https://drafts.csswg.org/web-animations/#calculating-computed-keyframes
#[derive(Clone, Copy, Eq, Ord, PartialEq, PartialOrd)]
enum PropertyCategory {
Custom,
PhysicalLonghand,
LogicalLonghand,
Shorthand,
}
impl PropertyCategory {
fn of(id: &PropertyId) -> Self {
match *id {
PropertyId::Shorthand(..) | PropertyId::ShorthandAlias(..) => {
PropertyCategory::Shorthand
},
PropertyId::Longhand(id) | PropertyId::LonghandAlias(id, ..) => {
if id.is_logical() {
PropertyCategory::LogicalLonghand
} else {
PropertyCategory::PhysicalLonghand
}
},
PropertyId::Custom(..) => PropertyCategory::Custom,
}
}
}
/// A comparator to sort PropertyIds such that physical longhands are sorted
/// before logical longhands and 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.
///
/// [property-order] https://drafts.csswg.org/web-animations/#calculating-computed-keyframes
pub fn compare_property_priority(a: &PropertyId, b: &PropertyId) -> cmp::Ordering {
let a_category = PropertyCategory::of(a);
let b_category = PropertyCategory::of(b);
if a_category != b_category {
return a_category.cmp(&b_category);
}
if a_category != PropertyCategory::Shorthand {
return cmp::Ordering::Equal;
}
let a = a.as_shorthand().unwrap();
let b = b.as_shorthand().unwrap();
// Within shorthands, sort by the number of subproperties, then by IDL
// name.
let subprop_count_a = a.longhands().count();
let subprop_count_b = b.longhands().count();
subprop_count_a
.cmp(&subprop_count_b)
.then_with(|| a.idl_name_sort_order().cmp(&b.idl_name_sort_order()))
}
/// A helper function to animate two multiplicative factor.
pub fn animate_multiplicative_factor(
this: CSSFloat,
other: CSSFloat,
procedure: Procedure,
) -> Result<CSSFloat, ()> {
Ok((this - 1.).animate(&(other - 1.), procedure)? + 1.)
}
/// Animate from one value to another.
///
/// This trait is derivable with `#[derive(Animate)]`. The derived
/// implementation uses a `match` expression with identical patterns for both
/// `self` and `other`, calling `Animate::animate` on each fields of the values.
/// If a field is annotated with `#[animation(constant)]`, the two values should
/// be equal or an error is returned.
///
/// If a variant is annotated with `#[animation(error)]`, the corresponding
/// `match` arm returns an error.
///
/// Trait bounds for type parameter `Foo` can be opted out of with
/// `#[animation(no_bound(Foo))]` on the type definition, trait bounds for
/// fields can be opted into with `#[animation(field_bound)]` on the field.
pub trait Animate: Sized {
/// Animate a value towards another one, given an animation procedure.
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()>;
}
/// An animation procedure.
///
/// <https://drafts.csswg.org/web-animations/#procedures-for-animating-properties>
#[allow(missing_docs)]
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum Procedure {
/// <https://drafts.csswg.org/web-animations/#animation-interpolation>
Interpolate { progress: f64 },
/// <https://drafts.csswg.org/web-animations/#animation-addition>
Add,
/// <https://drafts.csswg.org/web-animations/#animation-accumulation>
Accumulate { count: u64 },
}
/// Conversion between computed values and intermediate values for animations.
///
/// Notably, colors are represented as four floats during animations.
///
/// This trait is derivable with `#[derive(ToAnimatedValue)]`.
pub trait ToAnimatedValue {
/// The type of the animated value.
type AnimatedValue;
/// Converts this value to an animated value.
fn to_animated_value(self) -> Self::AnimatedValue;
/// Converts back an animated value into a computed value.
fn from_animated_value(animated: Self::AnimatedValue) -> Self;
}
/// Returns a value similar to `self` that represents zero.
///
/// This trait is derivable with `#[derive(ToAnimatedValue)]`. If a field is
/// annotated with `#[animation(constant)]`, a clone of its value will be used
/// instead of calling `ToAnimatedZero::to_animated_zero` on it.
///
/// If a variant is annotated with `#[animation(error)]`, the corresponding
/// `match` arm is not generated.
///
/// Trait bounds for type parameter `Foo` can be opted out of with
/// `#[animation(no_bound(Foo))]` on the type definition.
pub trait ToAnimatedZero: Sized {
/// Returns a value that, when added with an underlying value, will produce the underlying
/// value. This is used for SMIL animation's "by-animation" where SMIL first interpolates from
/// the zero value to the 'by' value, and then adds the result to the underlying value.
///
/// This is not the necessarily the same as the initial value of a property. For example, the
/// initial value of 'stroke-width' is 1, but the zero value is 0, since adding 1 to the
/// underlying value will not produce the underlying value.
fn to_animated_zero(&self) -> Result<Self, ()>;
}
impl Procedure {
/// Returns this procedure as a pair of weights.
///
/// This is useful for animations that don't animate differently
/// depending on the used procedure.
#[inline]
pub fn weights(self) -> (f64, f64) {
match self {
Procedure::Interpolate { progress } => (1. - progress, progress),
Procedure::Add => (1., 1.),
Procedure::Accumulate { count } => (count as f64, 1.),
}
}
}
/// <https://drafts.csswg.org/css-transitions/#animtype-number>
impl Animate for i32 {
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
Ok(((*self as f64).animate(&(*other as f64), procedure)? + 0.5).floor() as i32)
}
}
/// <https://drafts.csswg.org/css-transitions/#animtype-number>
impl Animate for f32 {
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
use std::f32;
let ret = (*self as f64).animate(&(*other as f64), procedure)?;
Ok(ret.min(f32::MAX as f64).max(f32::MIN as f64) as f32)
}
}
/// <https://drafts.csswg.org/css-transitions/#animtype-number>
impl Animate for f64 {
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
use std::f64;
let (self_weight, other_weight) = procedure.weights();
let ret = *self * self_weight + *other * other_weight;
Ok(ret.min(f64::MAX).max(f64::MIN))
}
}
impl<T> Animate for Option<T>
where
T: Animate,
{
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
match (self.as_ref(), other.as_ref()) {
(Some(ref this), Some(ref other)) => Ok(Some(this.animate(other, procedure)?)),
(None, None) => Ok(None),
_ => Err(()),
}
}
}
impl Animate for Au {
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
Ok(Au::new(self.0.animate(&other.0, procedure)?))
}
}
impl<T: Animate> Animate for Box<T> {
#[inline]
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
Ok(Box::new((**self).animate(&other, procedure)?))
}
}
impl<T> ToAnimatedValue for Option<T>
where
T: ToAnimatedValue,
{
type AnimatedValue = Option<<T as ToAnimatedValue>::AnimatedValue>;
#[inline]
fn to_animated_value(self) -> Self::AnimatedValue {
self.map(T::to_animated_value)
}
#[inline]
fn from_animated_value(animated: Self::AnimatedValue) -> Self {
animated.map(T::from_animated_value)
}
}
impl<T> ToAnimatedValue for Vec<T>
where
T: ToAnimatedValue,
{
type AnimatedValue = Vec<<T as ToAnimatedValue>::AnimatedValue>;
#[inline]
fn to_animated_value(self) -> Self::AnimatedValue {
self.into_iter().map(T::to_animated_value).collect()
}
#[inline]
fn from_animated_value(animated: Self::AnimatedValue) -> Self {
animated.into_iter().map(T::from_animated_value).collect()
}
}
impl<T> ToAnimatedValue for Box<T>
where
T: ToAnimatedValue,
{
type AnimatedValue = Box<<T as ToAnimatedValue>::AnimatedValue>;
#[inline]
fn to_animated_value(self) -> Self::AnimatedValue {
Box::new((*self).to_animated_value())
}
#[inline]
fn from_animated_value(animated: Self::AnimatedValue) -> Self {
Box::new(T::from_animated_value(*animated))
}
}
impl<T> ToAnimatedValue for Box<[T]>
where
T: ToAnimatedValue,
{
type AnimatedValue = Box<[<T as ToAnimatedValue>::AnimatedValue]>;
#[inline]
fn to_animated_value(self) -> Self::AnimatedValue {
self.into_vec()
.into_iter()
.map(T::to_animated_value)
.collect::<Vec<_>>()
.into_boxed_slice()
}
#[inline]
fn from_animated_value(animated: Self::AnimatedValue) -> Self {
animated
.into_vec()
.into_iter()
.map(T::from_animated_value)
.collect::<Vec<_>>()
.into_boxed_slice()
}
}
impl<T> ToAnimatedValue for crate::OwnedSlice<T>
where
T: ToAnimatedValue,
{
type AnimatedValue = crate::OwnedSlice<<T as ToAnimatedValue>::AnimatedValue>;
#[inline]
fn to_animated_value(self) -> Self::AnimatedValue {
self.into_box().to_animated_value().into()
}
#[inline]
fn from_animated_value(animated: Self::AnimatedValue) -> Self {
Self::from(Box::from_animated_value(animated.into_box()))
}
}
impl<T> ToAnimatedValue for SmallVec<[T; 1]>
where
T: ToAnimatedValue,
{
type AnimatedValue = SmallVec<[T::AnimatedValue; 1]>;
#[inline]
fn to_animated_value(self) -> Self::AnimatedValue {
self.into_iter().map(T::to_animated_value).collect()
}
#[inline]
fn from_animated_value(animated: Self::AnimatedValue) -> Self {
animated.into_iter().map(T::from_animated_value).collect()
}
}
macro_rules! trivial_to_animated_value {
($ty:ty) => {
impl $crate::values::animated::ToAnimatedValue for $ty {
type AnimatedValue = Self;
#[inline]
fn to_animated_value(self) -> Self {
self
}
#[inline]
fn from_animated_value(animated: Self::AnimatedValue) -> Self {
animated
}
}
};
}
trivial_to_animated_value!(Au);
trivial_to_animated_value!(LengthPercentage);
trivial_to_animated_value!(ComputedAngle);
trivial_to_animated_value!(ComputedUrl);
trivial_to_animated_value!(bool);
trivial_to_animated_value!(f32);
trivial_to_animated_value!(i32);
trivial_to_animated_value!(AbsoluteColor);
// Note: This implementation is for ToAnimatedValue of ShapeSource.
//
// SVGPathData uses Box<[T]>. If we want to derive ToAnimatedValue for all the
// types, we have to do "impl ToAnimatedValue for Box<[T]>" first.
// However, the general version of "impl ToAnimatedValue for Box<[T]>" needs to
// clone |T| and convert it into |T::AnimatedValue|. However, for SVGPathData
// that is unnecessary--moving |T| is sufficient. So here, we implement this
// trait manually.
trivial_to_animated_value!(SVGPathData);
// FIXME: Bug 1514342, Image is not animatable, but we still need to implement
// this to avoid adding this derive to generic::Image and all its arms. We can
// drop this after landing Bug 1514342.
trivial_to_animated_value!(Image);
impl ToAnimatedZero for Au {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
Ok(Au(0))
}
}
impl ToAnimatedZero for f32 {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
Ok(0.)
}
}
impl ToAnimatedZero for f64 {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
Ok(0.)
}
}
impl ToAnimatedZero for i32 {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
Ok(0)
}
}
impl<T> ToAnimatedZero for Box<T>
where
T: ToAnimatedZero,
{
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
Ok(Box::new((**self).to_animated_zero()?))
}
}
impl<T> ToAnimatedZero for Option<T>
where
T: ToAnimatedZero,
{
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
match *self {
Some(ref value) => Ok(Some(value.to_animated_zero()?)),
None => Ok(None),
}
}
}
impl<T> ToAnimatedZero for Vec<T>
where
T: ToAnimatedZero,
{
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
self.iter().map(|v| v.to_animated_zero()).collect()
}
}
impl<T> ToAnimatedZero for Box<[T]>
where
T: ToAnimatedZero,
{
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
self.iter().map(|v| v.to_animated_zero()).collect()
}
}
impl<T> ToAnimatedZero for crate::OwnedSlice<T>
where
T: ToAnimatedZero,
{
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
self.iter().map(|v| v.to_animated_zero()).collect()
}
}
impl<T> ToAnimatedZero for crate::ArcSlice<T>
where
T: ToAnimatedZero,
{
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
let v = self
.iter()
.map(|v| v.to_animated_zero())
.collect::<Result<Vec<_>, _>>()?;
Ok(crate::ArcSlice::from_iter(v.into_iter()))
}
}