servo/components/style/values/generics/transform.rs
2017-11-02 14:29:58 -07:00

382 lines
14 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/. */
//! Generic types for CSS values that are related to transformations.
use std::fmt;
use style_traits::ToCss;
use values::{computed, CSSFloat};
/// A generic 2D transformation matrix.
#[allow(missing_docs)]
#[derive(Clone, Copy, Debug, MallocSizeOf, PartialEq, ToComputedValue, ToCss)]
#[css(comma, function)]
pub struct Matrix<T, U = T> {
pub a: T,
pub b: T,
pub c: T,
pub d: T,
pub e: U,
pub f: U,
}
/// A generic transform origin.
#[derive(Animate, Clone, ComputeSquaredDistance, Copy, Debug)]
#[derive(MallocSizeOf, PartialEq, ToAnimatedZero, ToComputedValue, ToCss)]
pub struct TransformOrigin<H, V, Depth> {
/// The horizontal origin.
pub horizontal: H,
/// The vertical origin.
pub vertical: V,
/// The depth.
pub depth: Depth,
}
/// A generic timing function.
///
/// <https://drafts.csswg.org/css-timing-1/#single-timing-function-production>
#[derive(Clone, Copy, Debug, MallocSizeOf, PartialEq)]
pub enum TimingFunction<Integer, Number> {
/// `linear | ease | ease-in | ease-out | ease-in-out`
Keyword(TimingKeyword),
/// `cubic-bezier(<number>, <number>, <number>, <number>)`
#[allow(missing_docs)]
CubicBezier { x1: Number, y1: Number, x2: Number, y2: Number },
/// `step-start | step-end | steps(<integer>, [ start | end ]?)`
Steps(Integer, StepPosition),
/// `frames(<integer>)`
Frames(Integer),
}
define_css_keyword_enum! { TimingKeyword:
"linear" => Linear,
"ease" => Ease,
"ease-in" => EaseIn,
"ease-out" => EaseOut,
"ease-in-out" => EaseInOut,
}
add_impls_for_keyword_enum!(TimingKeyword);
define_css_keyword_enum! { StepPosition:
"start" => Start,
"end" => End,
}
add_impls_for_keyword_enum!(StepPosition);
impl<H, V, D> TransformOrigin<H, V, D> {
/// Returns a new transform origin.
pub fn new(horizontal: H, vertical: V, depth: D) -> Self {
Self {
horizontal: horizontal,
vertical: vertical,
depth: depth,
}
}
}
impl<Integer, Number> TimingFunction<Integer, Number> {
/// `ease`
#[inline]
pub fn ease() -> Self {
TimingFunction::Keyword(TimingKeyword::Ease)
}
}
impl<Integer, Number> ToCss for TimingFunction<Integer, Number>
where
Integer: ToCss,
Number: ToCss,
{
fn to_css<W>(&self, dest: &mut W) -> fmt::Result
where
W: fmt::Write,
{
match *self {
TimingFunction::Keyword(keyword) => keyword.to_css(dest),
TimingFunction::CubicBezier { ref x1, ref y1, ref x2, ref y2 } => {
dest.write_str("cubic-bezier(")?;
x1.to_css(dest)?;
dest.write_str(", ")?;
y1.to_css(dest)?;
dest.write_str(", ")?;
x2.to_css(dest)?;
dest.write_str(", ")?;
y2.to_css(dest)?;
dest.write_str(")")
},
TimingFunction::Steps(ref intervals, position) => {
dest.write_str("steps(")?;
intervals.to_css(dest)?;
if position != StepPosition::End {
dest.write_str(", ")?;
position.to_css(dest)?;
}
dest.write_str(")")
},
TimingFunction::Frames(ref frames) => {
dest.write_str("frames(")?;
frames.to_css(dest)?;
dest.write_str(")")
},
}
}
}
impl TimingKeyword {
/// Returns the keyword as a quadruplet of Bezier point coordinates
/// `(x1, y1, x2, y2)`.
#[inline]
pub fn to_bezier(self) -> (CSSFloat, CSSFloat, CSSFloat, CSSFloat) {
match self {
TimingKeyword::Linear => (0., 0., 1., 1.),
TimingKeyword::Ease => (0.25, 0.1, 0.25, 1.),
TimingKeyword::EaseIn => (0.42, 0., 1., 1.),
TimingKeyword::EaseOut => (0., 0., 0.58, 1.),
TimingKeyword::EaseInOut => (0.42, 0., 0.58, 1.),
}
}
}
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "gecko", derive(MallocSizeOf))]
#[cfg_attr(feature = "servo", derive(HeapSizeOf))]
#[derive(ToComputedValue)]
/// A single operation in the list of a `transform` value
pub enum TransformOperation<Angle, Number, Length, Integer, LengthOrNumber, LengthOrPercentage, LoPoNumber> {
/// Represents a 2D 2x3 matrix.
Matrix(Matrix<Number>),
/// Represents a 3D 4x4 matrix with percentage and length values.
/// For `moz-transform`.
PrefixedMatrix(Matrix<Number, LoPoNumber>),
/// Represents a 3D 4x4 matrix.
#[allow(missing_docs)]
Matrix3D {
m11: Number, m12: Number, m13: Number, m14: Number,
m21: Number, m22: Number, m23: Number, m24: Number,
m31: Number, m32: Number, m33: Number, m34: Number,
m41: Number, m42: Number, m43: Number, m44: Number,
},
/// Represents a 3D 4x4 matrix with percentage and length values.
/// For `moz-transform`.
#[allow(missing_docs)]
PrefixedMatrix3D {
m11: Number, m12: Number, m13: Number, m14: Number,
m21: Number, m22: Number, m23: Number, m24: Number,
m31: Number, m32: Number, m33: Number, m34: Number,
m41: LoPoNumber, m42: LoPoNumber, m43: LengthOrNumber, m44: Number,
},
/// A 2D skew.
///
/// If the second angle is not provided it is assumed zero.
///
/// Syntax can be skew(angle) or skew(angle, angle)
Skew(Angle, Option<Angle>),
/// skewX(angle)
SkewX(Angle),
/// skewY(angle)
SkewY(Angle),
/// translate(x, y) or translate(x)
Translate(LengthOrPercentage, Option<LengthOrPercentage>),
/// translateX(x)
TranslateX(LengthOrPercentage),
/// translateY(y)
TranslateY(LengthOrPercentage),
/// translateZ(z)
TranslateZ(Length),
/// translate3d(x, y, z)
Translate3D(LengthOrPercentage, LengthOrPercentage, Length),
/// A 2D scaling factor.
///
/// `scale(2)` is parsed as `Scale(Number::new(2.0), None)` and is equivalent to
/// writing `scale(2, 2)` (`Scale(Number::new(2.0), Some(Number::new(2.0)))`).
///
/// Negative values are allowed and flip the element.
///
/// Syntax can be scale(factor) or scale(factor, factor)
Scale(Number, Option<Number>),
/// scaleX(factor)
ScaleX(Number),
/// scaleY(factor)
ScaleY(Number),
/// scaleZ(factor)
ScaleZ(Number),
/// scale3D(factorX, factorY, factorZ)
Scale3D(Number, Number, Number),
/// Describes a 2D Rotation.
///
/// In a 3D scene `rotate(angle)` is equivalent to `rotateZ(angle)`.
Rotate(Angle),
/// Rotation in 3D space around the x-axis.
RotateX(Angle),
/// Rotation in 3D space around the y-axis.
RotateY(Angle),
/// Rotation in 3D space around the z-axis.
RotateZ(Angle),
/// Rotation in 3D space.
///
/// Generalization of rotateX, rotateY and rotateZ.
Rotate3D(Number, Number, Number, Angle),
/// Specifies a perspective projection matrix.
///
/// Part of CSS Transform Module Level 2 and defined at
/// [§ 13.1. 3D Transform Function](https://drafts.csswg.org/css-transforms-2/#funcdef-perspective).
///
/// The value must be greater than or equal to zero.
Perspective(Length),
/// A intermediate type for interpolation of mismatched transform lists.
#[allow(missing_docs)]
InterpolateMatrix { #[compute(ignore_bound)]
from_list: Transform<TransformOperation<Angle, Number, Length, Integer,
LengthOrNumber, LengthOrPercentage, LoPoNumber>>,
#[compute(ignore_bound)]
to_list: Transform<TransformOperation<Angle, Number, Length, Integer,
LengthOrNumber, LengthOrPercentage, LoPoNumber>>,
#[compute(clone)] progress: computed::Percentage },
/// A intermediate type for accumulation of mismatched transform lists.
#[allow(missing_docs)]
AccumulateMatrix { #[compute(ignore_bound)]
from_list: Transform<TransformOperation<Angle, Number, Length, Integer,
LengthOrNumber, LengthOrPercentage, LoPoNumber>>,
#[compute(ignore_bound)]
to_list: Transform<TransformOperation<Angle, Number, Length, Integer,
LengthOrNumber, LengthOrPercentage, LoPoNumber>>,
count: Integer },
}
#[derive(Animate, ToComputedValue)]
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "gecko", derive(MallocSizeOf))]
#[cfg_attr(feature = "servo", derive(HeapSizeOf))]
/// A value of the `transform` property
pub struct Transform<T>(Vec<T>);
impl<Angle: ToCss + Copy, Number: ToCss + Copy, Length: ToCss,
Integer: ToCss + Copy, LengthOrNumber: ToCss, LengthOrPercentage: ToCss, LoPoNumber: ToCss>
ToCss for
TransformOperation<Angle, Number, Length, Integer, LengthOrNumber, LengthOrPercentage, LoPoNumber> {
fn to_css<W>(&self, dest: &mut W) -> fmt::Result where W: fmt::Write {
match *self {
TransformOperation::Matrix(ref m) => m.to_css(dest),
TransformOperation::PrefixedMatrix(ref m) => m.to_css(dest),
TransformOperation::Matrix3D {
m11, m12, m13, m14,
m21, m22, m23, m24,
m31, m32, m33, m34,
m41, m42, m43, m44,
} => {
serialize_function!(dest, matrix3d(
m11, m12, m13, m14,
m21, m22, m23, m24,
m31, m32, m33, m34,
m41, m42, m43, m44,
))
}
TransformOperation::PrefixedMatrix3D {
m11, m12, m13, m14,
m21, m22, m23, m24,
m31, m32, m33, m34,
ref m41, ref m42, ref m43, m44,
} => {
serialize_function!(dest, matrix3d(
m11, m12, m13, m14,
m21, m22, m23, m24,
m31, m32, m33, m34,
m41, m42, m43, m44,
))
}
TransformOperation::Skew(ax, None) => {
serialize_function!(dest, skew(ax))
}
TransformOperation::Skew(ax, Some(ay)) => {
serialize_function!(dest, skew(ax, ay))
}
TransformOperation::SkewX(angle) => {
serialize_function!(dest, skewX(angle))
}
TransformOperation::SkewY(angle) => {
serialize_function!(dest, skewY(angle))
}
TransformOperation::Translate(ref tx, None) => {
serialize_function!(dest, translate(tx))
}
TransformOperation::Translate(ref tx, Some(ref ty)) => {
serialize_function!(dest, translate(tx, ty))
}
TransformOperation::TranslateX(ref tx) => {
serialize_function!(dest, translateX(tx))
}
TransformOperation::TranslateY(ref ty) => {
serialize_function!(dest, translateY(ty))
}
TransformOperation::TranslateZ(ref tz) => {
serialize_function!(dest, translateZ(tz))
}
TransformOperation::Translate3D(ref tx, ref ty, ref tz) => {
serialize_function!(dest, translate3d(tx, ty, tz))
}
TransformOperation::Scale(factor, None) => {
serialize_function!(dest, scale(factor))
}
TransformOperation::Scale(sx, Some(sy)) => {
serialize_function!(dest, scale(sx, sy))
}
TransformOperation::ScaleX(sx) => {
serialize_function!(dest, scaleX(sx))
}
TransformOperation::ScaleY(sy) => {
serialize_function!(dest, scaleY(sy))
}
TransformOperation::ScaleZ(sz) => {
serialize_function!(dest, scaleZ(sz))
}
TransformOperation::Scale3D(sx, sy, sz) => {
serialize_function!(dest, scale3d(sx, sy, sz))
}
TransformOperation::Rotate(theta) => {
serialize_function!(dest, rotate(theta))
}
TransformOperation::RotateX(theta) => {
serialize_function!(dest, rotateX(theta))
}
TransformOperation::RotateY(theta) => {
serialize_function!(dest, rotateY(theta))
}
TransformOperation::RotateZ(theta) => {
serialize_function!(dest, rotateZ(theta))
}
TransformOperation::Rotate3D(x, y, z, theta) => {
serialize_function!(dest, rotate3d(x, y, z, theta))
}
TransformOperation::Perspective(ref length) => {
serialize_function!(dest, perspective(length))
}
TransformOperation::InterpolateMatrix { ref from_list, ref to_list, progress } => {
serialize_function!(dest, interpolatematrix(from_list, to_list, progress))
}
TransformOperation::AccumulateMatrix { ref from_list, ref to_list, count } => {
serialize_function!(dest, accumulatematrix(from_list, to_list, count))
}
}
}
}
impl<T: ToCss> ToCss for Transform<T> {
fn to_css<W>(&self, dest: &mut W) -> fmt::Result where W: fmt::Write {
if self.0.is_empty() {
return dest.write_str("none")
}
let mut first = true;
for operation in &self.0 {
if !first {
dest.write_str(" ")?;
}
first = false;
operation.to_css(dest)?
}
Ok(())
}
}