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animated_properties.mako.rs
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animated_properties.mako.rs
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/* 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/. */
use app_units::Au;
use cssparser::{Color as CSSParserColor, Parser, RGBA};
use euclid::{Point2D, Size2D};
use properties::PropertyDeclaration;
use properties::longhands;
use properties::longhands::background_position::computed_value::T as BackgroundPosition;
use properties::longhands::background_size::computed_value::T as BackgroundSize;
use properties::longhands::font_weight::computed_value::T as FontWeight;
use properties::longhands::line_height::computed_value::T as LineHeight;
use properties::longhands::text_shadow::computed_value::T as TextShadowList;
use properties::longhands::text_shadow::computed_value::TextShadow;
use properties::longhands::box_shadow::computed_value::T as BoxShadowList;
use properties::longhands::box_shadow::single_value::computed_value::T as BoxShadow;
use properties::longhands::vertical_align::computed_value::T as VerticalAlign;
use properties::longhands::visibility::computed_value::T as Visibility;
use properties::longhands::z_index::computed_value::T as ZIndex;
use std::cmp;
use std::fmt;
use style_traits::ToCss;
use super::ComputedValues;
use values::Either;
use values::computed::{Angle, LengthOrPercentageOrAuto, LengthOrPercentageOrNone};
use values::computed::{BorderRadiusSize, LengthOrNone};
use values::computed::{CalcLengthOrPercentage, LengthOrPercentage};
use values::computed::position::Position;
use values::computed::ToComputedValue;
// NB: This needs to be here because it needs all the longhands generated
// beforehand.
#[derive(Copy, Clone, Debug, PartialEq)]
#[cfg_attr(feature = "servo", derive(HeapSizeOf))]
pub enum TransitionProperty {
All,
% for prop in data.longhands:
% if prop.animatable:
${prop.camel_case},
% endif
% endfor
}
impl TransitionProperty {
/// Iterates over each property that is not `All`.
pub fn each<F: FnMut(TransitionProperty) -> ()>(mut cb: F) {
% for prop in data.longhands:
% if prop.animatable:
cb(TransitionProperty::${prop.camel_case});
% endif
% endfor
}
pub fn parse(input: &mut Parser) -> Result<Self, ()> {
match_ignore_ascii_case! { try!(input.expect_ident()),
"all" => Ok(TransitionProperty::All),
% for prop in data.longhands:
% if prop.animatable:
"${prop.name}" => Ok(TransitionProperty::${prop.camel_case}),
% endif
% endfor
_ => Err(())
}
}
pub fn from_declaration(declaration: &PropertyDeclaration) -> Option<Self> {
match *declaration {
% for prop in data.longhands:
% if prop.animatable:
PropertyDeclaration::${prop.camel_case}(..)
=> Some(TransitionProperty::${prop.camel_case}),
% endif
% endfor
_ => None,
}
}
}
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"),
% for prop in data.longhands:
% if prop.animatable:
TransitionProperty::${prop.camel_case} => dest.write_str("${prop.name}"),
% endif
% endfor
}
}
}
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "servo", derive(HeapSizeOf))]
pub enum AnimatedProperty {
% for prop in data.longhands:
% if prop.animatable:
${prop.camel_case}(longhands::${prop.ident}::computed_value::T,
longhands::${prop.ident}::computed_value::T),
% endif
% endfor
}
impl AnimatedProperty {
pub fn name(&self) -> String {
match *self {
% for prop in data.longhands:
% if prop.animatable:
AnimatedProperty::${prop.camel_case}(..) => "${prop.name}".to_owned(),
% endif
% endfor
}
}
pub fn does_animate(&self) -> bool {
match *self {
% for prop in data.longhands:
% if prop.animatable:
AnimatedProperty::${prop.camel_case}(ref from, ref to) => from != to,
% endif
% endfor
}
}
pub fn update(&self, style: &mut ComputedValues, progress: f64) {
match *self {
% for prop in data.longhands:
% if prop.animatable:
AnimatedProperty::${prop.camel_case}(ref from, ref to) => {
if let Ok(value) = from.interpolate(to, progress) {
style.mutate_${prop.style_struct.ident.strip("_")}().set_${prop.ident}(value);
}
}
% endif
% endfor
}
}
pub fn from_transition_property(transition_property: &TransitionProperty,
old_style: &ComputedValues,
new_style: &ComputedValues)
-> AnimatedProperty {
match *transition_property {
TransitionProperty::All => panic!("Can't use TransitionProperty::All here."),
% for prop in data.longhands:
% if prop.animatable:
TransitionProperty::${prop.camel_case} => {
AnimatedProperty::${prop.camel_case}(
old_style.get_${prop.style_struct.ident.strip("_")}().clone_${prop.ident}(),
new_style.get_${prop.style_struct.ident.strip("_")}().clone_${prop.ident}())
}
% endif
% endfor
}
}
}
/// 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(HeapSizeOf))]
pub enum AnimationValue {
% for prop in data.longhands:
% if prop.animatable:
${prop.camel_case}(longhands::${prop.ident}::computed_value::T),
% endif
% endfor
}
impl AnimationValue {
pub fn uncompute(&self) -> PropertyDeclaration {
use properties::{longhands, DeclaredValue};
match *self {
% for prop in data.longhands:
% if prop.animatable:
AnimationValue::${prop.camel_case}(ref from) => {
PropertyDeclaration::${prop.camel_case}(
DeclaredValue::Value(
longhands::${prop.ident}::SpecifiedValue::from_computed_value(from)))
}
% endif
% endfor
}
}
}
impl Interpolate for AnimationValue {
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
match (self, other) {
% for prop in data.longhands:
% if prop.animatable:
(&AnimationValue::${prop.camel_case}(ref from),
&AnimationValue::${prop.camel_case}(ref to)) => {
from.interpolate(to, progress).map(AnimationValue::${prop.camel_case})
}
% endif
% endfor
_ => {
panic!("Expected interpolation of computed values of the same \
property, got: {:?}, {:?}", self, other);
}
}
}
}
/// A trait used to implement [interpolation][interpolated-types].
///
/// [interpolated-types]: https://drafts.csswg.org/css-transitions/#interpolated-types
pub trait Interpolate: Sized {
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()>;
}
/// https://drafts.csswg.org/css-transitions/#animtype-repeatable-list
pub trait RepeatableListInterpolate: Interpolate {}
impl<T: RepeatableListInterpolate> Interpolate for Vec<T> {
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
use num_integer::lcm;
let len = lcm(self.len(), other.len());
self.iter().cycle().zip(other.iter().cycle()).take(len).map(|(me, you)| {
me.interpolate(you, progress)
}).collect()
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-number
impl Interpolate for Au {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
Ok(Au((self.0 as f64 + (other.0 as f64 - self.0 as f64) * progress).round() as i32))
}
}
impl <T> Interpolate for Option<T> where T: Interpolate {
#[inline]
fn interpolate(&self, other: &Option<T>, progress: f64) -> Result<Option<T>, ()> {
match (self, other) {
(&Some(ref this), &Some(ref other)) => {
Ok(this.interpolate(other, progress).ok())
}
_ => Err(()),
}
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-number
impl Interpolate for f32 {
#[inline]
fn interpolate(&self, other: &f32, progress: f64) -> Result<Self, ()> {
Ok(((*self as f64) + ((*other as f64) - (*self as f64)) * progress) as f32)
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-number
impl Interpolate for f64 {
#[inline]
fn interpolate(&self, other: &f64, progress: f64) -> Result<Self, ()> {
Ok(*self + (*other - *self) * progress)
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-number
impl Interpolate for i32 {
#[inline]
fn interpolate(&self, other: &i32, progress: f64) -> Result<Self, ()> {
let a = *self as f64;
let b = *other as f64;
Ok((a + (b - a) * progress).round() as i32)
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-number
impl Interpolate for Angle {
#[inline]
fn interpolate(&self, other: &Angle, progress: f64) -> Result<Self, ()> {
self.radians().interpolate(&other.radians(), progress).map(Angle)
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-visibility
impl Interpolate for Visibility {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
match (*self, *other) {
(Visibility::visible, _) | (_, Visibility::visible) => {
Ok(if progress >= 0.0 && progress <= 1.0 {
Visibility::visible
} else if progress < 0.0 {
*self
} else {
*other
})
}
_ => Err(()),
}
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-integer
impl Interpolate for ZIndex {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
match (*self, *other) {
(ZIndex::Number(ref this),
ZIndex::Number(ref other)) => {
this.interpolate(other, progress).map(ZIndex::Number)
}
_ => Err(()),
}
}
}
impl<T: Interpolate + Copy> Interpolate for Size2D<T> {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
let width = try!(self.width.interpolate(&other.width, progress));
let height = try!(self.height.interpolate(&other.height, progress));
Ok(Size2D::new(width, height))
}
}
impl<T: Interpolate + Copy> Interpolate for Point2D<T> {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
let x = try!(self.x.interpolate(&other.x, progress));
let y = try!(self.y.interpolate(&other.y, progress));
Ok(Point2D::new(x, y))
}
}
impl Interpolate for BorderRadiusSize {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
self.0.interpolate(&other.0, progress).map(BorderRadiusSize)
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-length
impl Interpolate for VerticalAlign {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
match (*self, *other) {
(VerticalAlign::LengthOrPercentage(LengthOrPercentage::Length(ref this)),
VerticalAlign::LengthOrPercentage(LengthOrPercentage::Length(ref other))) => {
this.interpolate(other, progress).map(|value| {
VerticalAlign::LengthOrPercentage(LengthOrPercentage::Length(value))
})
}
_ => Err(()),
}
}
}
impl Interpolate for BackgroundSize {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
self.0.interpolate(&other.0, progress).map(BackgroundSize)
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-color
impl Interpolate for RGBA {
#[inline]
fn interpolate(&self, other: &RGBA, progress: f64) -> Result<Self, ()> {
Ok(RGBA {
red: try!(self.red.interpolate(&other.red, progress)),
green: try!(self.green.interpolate(&other.green, progress)),
blue: try!(self.blue.interpolate(&other.blue, progress)),
alpha: try!(self.alpha.interpolate(&other.alpha, progress)),
})
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-color
impl Interpolate for CSSParserColor {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
match (*self, *other) {
(CSSParserColor::RGBA(ref this), CSSParserColor::RGBA(ref other)) => {
this.interpolate(other, progress).map(CSSParserColor::RGBA)
}
_ => Err(()),
}
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-lpcalc
impl Interpolate for CalcLengthOrPercentage {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
fn interpolate_half<T>(this: Option<T>,
other: Option<T>,
progress: f64)
-> Result<Option<T>, ()>
where T: Default + Interpolate
{
match (this, other) {
(None, None) => Ok(None),
(this, other) => {
let this = this.unwrap_or(T::default());
let other = other.unwrap_or(T::default());
this.interpolate(&other, progress).map(Some)
}
}
}
Ok(CalcLengthOrPercentage {
length: try!(self.length.interpolate(&other.length, progress)),
percentage: try!(interpolate_half(self.percentage, other.percentage, progress)),
})
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-lpcalc
impl Interpolate for LengthOrPercentage {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
match (*self, *other) {
(LengthOrPercentage::Length(ref this),
LengthOrPercentage::Length(ref other)) => {
this.interpolate(other, progress).map(LengthOrPercentage::Length)
}
(LengthOrPercentage::Percentage(ref this),
LengthOrPercentage::Percentage(ref other)) => {
this.interpolate(other, progress).map(LengthOrPercentage::Percentage)
}
(this, other) => {
let this: CalcLengthOrPercentage = From::from(this);
let other: CalcLengthOrPercentage = From::from(other);
this.interpolate(&other, progress)
.map(LengthOrPercentage::Calc)
}
}
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-lpcalc
impl Interpolate for LengthOrPercentageOrAuto {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
match (*self, *other) {
(LengthOrPercentageOrAuto::Length(ref this),
LengthOrPercentageOrAuto::Length(ref other)) => {
this.interpolate(other, progress).map(LengthOrPercentageOrAuto::Length)
}
(LengthOrPercentageOrAuto::Percentage(ref this),
LengthOrPercentageOrAuto::Percentage(ref other)) => {
this.interpolate(other, progress).map(LengthOrPercentageOrAuto::Percentage)
}
(LengthOrPercentageOrAuto::Auto, LengthOrPercentageOrAuto::Auto) => {
Ok(LengthOrPercentageOrAuto::Auto)
}
(this, other) => {
let this: Option<CalcLengthOrPercentage> = From::from(this);
let other: Option<CalcLengthOrPercentage> = From::from(other);
match this.interpolate(&other, progress) {
Ok(Some(result)) => Ok(LengthOrPercentageOrAuto::Calc(result)),
_ => Err(()),
}
}
}
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-lpcalc
impl Interpolate for LengthOrPercentageOrNone {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
match (*self, *other) {
(LengthOrPercentageOrNone::Length(ref this),
LengthOrPercentageOrNone::Length(ref other)) => {
this.interpolate(other, progress).map(LengthOrPercentageOrNone::Length)
}
(LengthOrPercentageOrNone::Percentage(ref this),
LengthOrPercentageOrNone::Percentage(ref other)) => {
this.interpolate(other, progress).map(LengthOrPercentageOrNone::Percentage)
}
(LengthOrPercentageOrNone::None, LengthOrPercentageOrNone::None) => {
Ok(LengthOrPercentageOrNone::None)
}
_ => Err(())
}
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-number
/// https://drafts.csswg.org/css-transitions/#animtype-length
impl Interpolate for LineHeight {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
match (*self, *other) {
(LineHeight::Length(ref this),
LineHeight::Length(ref other)) => {
this.interpolate(other, progress).map(LineHeight::Length)
}
(LineHeight::Number(ref this),
LineHeight::Number(ref other)) => {
this.interpolate(other, progress).map(LineHeight::Number)
}
(LineHeight::Normal, LineHeight::Normal) => {
Ok(LineHeight::Normal)
}
_ => Err(()),
}
}
}
/// http://dev.w3.org/csswg/css-transitions/#animtype-font-weight
impl Interpolate for FontWeight {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
let a = (*self as u32) as f64;
let b = (*other as u32) as f64;
let weight = a + (b - a) * progress;
Ok(if weight < 150. {
FontWeight::Weight100
} else if weight < 250. {
FontWeight::Weight200
} else if weight < 350. {
FontWeight::Weight300
} else if weight < 450. {
FontWeight::Weight400
} else if weight < 550. {
FontWeight::Weight500
} else if weight < 650. {
FontWeight::Weight600
} else if weight < 750. {
FontWeight::Weight700
} else if weight < 850. {
FontWeight::Weight800
} else {
FontWeight::Weight900
})
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-simple-list
impl Interpolate for Position {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
Ok(Position {
horizontal: try!(self.horizontal.interpolate(&other.horizontal, progress)),
vertical: try!(self.vertical.interpolate(&other.vertical, progress)),
})
}
}
impl RepeatableListInterpolate for Position {}
impl Interpolate for BackgroundPosition {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
Ok(BackgroundPosition(try!(self.0.interpolate(&other.0, progress))))
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-shadow-list
impl Interpolate for TextShadow {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
Ok(TextShadow {
offset_x: try!(self.offset_x.interpolate(&other.offset_x, progress)),
offset_y: try!(self.offset_y.interpolate(&other.offset_y, progress)),
blur_radius: try!(self.blur_radius.interpolate(&other.blur_radius, progress)),
color: try!(self.color.interpolate(&other.color, progress)),
})
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-shadow-list
impl Interpolate for TextShadowList {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
let zero = TextShadow {
offset_x: Au(0),
offset_y: Au(0),
blur_radius: Au(0),
color: CSSParserColor::RGBA(RGBA {
red: 0.0, green: 0.0, blue: 0.0, alpha: 0.0
})
};
let max_len = cmp::max(self.0.len(), other.0.len());
let mut result = Vec::with_capacity(max_len);
for i in 0..max_len {
let shadow = match (self.0.get(i), other.0.get(i)) {
(Some(shadow), Some(other))
=> try!(shadow.interpolate(other, progress)),
(Some(shadow), None) => {
shadow.interpolate(&zero, progress).unwrap()
}
(None, Some(shadow)) => {
zero.interpolate(&shadow, progress).unwrap()
}
(None, None) => unreachable!(),
};
result.push(shadow);
}
Ok(TextShadowList(result))
}
}
impl Interpolate for BoxShadowList {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
// The inset value must change
let mut zero = BoxShadow {
offset_x: Au(0),
offset_y: Au(0),
spread_radius: Au(0),
blur_radius: Au(0),
color: CSSParserColor::RGBA(RGBA {
red: 0.0, green: 0.0, blue: 0.0, alpha: 0.0
}),
inset: false,
};
let max_len = cmp::max(self.0.len(), other.0.len());
let mut result = Vec::with_capacity(max_len);
for i in 0..max_len {
let shadow = match (self.0.get(i), other.0.get(i)) {
(Some(shadow), Some(other))
=> try!(shadow.interpolate(other, progress)),
(Some(shadow), None) => {
zero.inset = shadow.inset;
shadow.interpolate(&zero, progress).unwrap()
}
(None, Some(shadow)) => {
zero.inset = shadow.inset;
zero.interpolate(&shadow, progress).unwrap()
}
(None, None) => unreachable!(),
};
result.push(shadow);
}
Ok(BoxShadowList(result))
}
}
/// https://drafts.csswg.org/css-transitions/#animtype-shadow-list
impl Interpolate for BoxShadow {
#[inline]
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
if self.inset != other.inset {
return Err(());
}
let x = try!(self.offset_x.interpolate(&other.offset_x, progress));
let y = try!(self.offset_y.interpolate(&other.offset_y, progress));
let color = try!(self.color.interpolate(&other.color, progress));
let spread = try!(self.spread_radius.interpolate(&other.spread_radius, progress));
let blur = try!(self.blur_radius.interpolate(&other.blur_radius, progress));
Ok(BoxShadow {
offset_x: x,
offset_y: y,
blur_radius: blur,
spread_radius: spread,
color: color,
inset: self.inset,
})
}
}
impl Interpolate for LengthOrNone {
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
match (*self, *other) {
(Either::First(ref length), Either::First(ref other)) =>
length.interpolate(&other, progress).map(Either::First),
_ => Err(()),
}
}
}
% if product == "servo":
use properties::longhands::transform::computed_value::ComputedMatrix;
use properties::longhands::transform::computed_value::ComputedOperation as TransformOperation;
use properties::longhands::transform::computed_value::T as TransformList;
use values::CSSFloat;
use values::specified::Angle as SpecifiedAngle;
/// Check if it's possible to do a direct numerical interpolation
/// between these two transform lists.
/// http://dev.w3.org/csswg/css-transforms/#transform-transform-animation
fn can_interpolate_list(from_list: &[TransformOperation],
to_list: &[TransformOperation]) -> bool {
// Lists must be equal length
if from_list.len() != to_list.len() {
return false;
}
// Each transform operation must match primitive type in other list
for (from, to) in from_list.iter().zip(to_list) {
match (from, to) {
(&TransformOperation::Matrix(..), &TransformOperation::Matrix(..)) |
(&TransformOperation::Skew(..), &TransformOperation::Skew(..)) |
(&TransformOperation::Translate(..), &TransformOperation::Translate(..)) |
(&TransformOperation::Scale(..), &TransformOperation::Scale(..)) |
(&TransformOperation::Rotate(..), &TransformOperation::Rotate(..)) |
(&TransformOperation::Perspective(..), &TransformOperation::Perspective(..)) => {}
_ => {
return false;
}
}
}
true
}
/// Build an equivalent 'identity transform function list' based
/// on an existing transform list.
/// http://dev.w3.org/csswg/css-transforms/#none-transform-animation
fn build_identity_transform_list(list: &[TransformOperation]) -> Vec<TransformOperation> {
let mut result = vec!();
for operation in list {
match *operation {
TransformOperation::Matrix(..) => {
let identity = ComputedMatrix::identity();
result.push(TransformOperation::Matrix(identity));
}
TransformOperation::Skew(..) => {
result.push(TransformOperation::Skew(Angle(0.0), Angle(0.0)));
}
TransformOperation::Translate(..) => {
result.push(TransformOperation::Translate(LengthOrPercentage::zero(),
LengthOrPercentage::zero(),
Au(0)));
}
TransformOperation::Scale(..) => {
result.push(TransformOperation::Scale(1.0, 1.0, 1.0));
}
TransformOperation::Rotate(..) => {
result.push(TransformOperation::Rotate(0.0, 0.0, 1.0, Angle(0.0)));
}
TransformOperation::Perspective(..) => {
// http://dev.w3.org/csswg/css-transforms/#identity-transform-function
let identity = ComputedMatrix::identity();
result.push(TransformOperation::Matrix(identity));
}
}
}
result
}
/// Interpolate two transform lists.
/// http://dev.w3.org/csswg/css-transforms/#interpolation-of-transforms
fn interpolate_transform_list(from_list: &[TransformOperation],
to_list: &[TransformOperation],
progress: f64) -> TransformList {
let mut result = vec![];
if can_interpolate_list(from_list, to_list) {
for (from, to) in from_list.iter().zip(to_list) {
match (from, to) {
(&TransformOperation::Matrix(from),
&TransformOperation::Matrix(_to)) => {
let interpolated = from.interpolate(&_to, progress).unwrap();
result.push(TransformOperation::Matrix(interpolated));
}
(&TransformOperation::Skew(fx, fy),
&TransformOperation::Skew(tx, ty)) => {
let ix = fx.interpolate(&tx, progress).unwrap();
let iy = fy.interpolate(&ty, progress).unwrap();
result.push(TransformOperation::Skew(ix, iy));
}
(&TransformOperation::Translate(fx, fy, fz),
&TransformOperation::Translate(tx, ty, tz)) => {
let ix = fx.interpolate(&tx, progress).unwrap();
let iy = fy.interpolate(&ty, progress).unwrap();
let iz = fz.interpolate(&tz, progress).unwrap();
result.push(TransformOperation::Translate(ix, iy, iz));
}
(&TransformOperation::Scale(fx, fy, fz),
&TransformOperation::Scale(tx, ty, tz)) => {
let ix = fx.interpolate(&tx, progress).unwrap();
let iy = fy.interpolate(&ty, progress).unwrap();
let iz = fz.interpolate(&tz, progress).unwrap();
result.push(TransformOperation::Scale(ix, iy, iz));
}
(&TransformOperation::Rotate(fx, fy, fz, fa),
&TransformOperation::Rotate(tx, ty, tz, ta)) => {
let norm_f = ((fx * fx) + (fy * fy) + (fz * fz)).sqrt();
let norm_t = ((tx * tx) + (ty * ty) + (tz * tz)).sqrt();
let (fx, fy, fz) = (fx / norm_f, fy / norm_f, fz / norm_f);
let (tx, ty, tz) = (tx / norm_t, ty / norm_t, tz / norm_t);
if fx == tx && fy == ty && fz == tz {
let ia = fa.interpolate(&ta, progress).unwrap();
result.push(TransformOperation::Rotate(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);
let interpolated = matrix_f.interpolate(&matrix_t, progress).unwrap();
result.push(TransformOperation::Matrix(interpolated));
}
}
(&TransformOperation::Perspective(fd),
&TransformOperation::Perspective(_td)) => {
let mut fd_matrix = ComputedMatrix::identity();
let mut td_matrix = ComputedMatrix::identity();
fd_matrix.m43 = -1. / fd.to_f32_px();
td_matrix.m43 = -1. / _td.to_f32_px();
let interpolated = fd_matrix.interpolate(&td_matrix, progress).unwrap();
result.push(TransformOperation::Matrix(interpolated));
}
_ => {
// This should be unreachable due to the can_interpolate_list() call.
unreachable!();
}
}
}
} else {
// TODO(gw): Implement matrix decomposition and interpolation
result.extend_from_slice(from_list);
}
TransformList(Some(result))
}
/// https://drafts.csswg.org/css-transforms/#Rotate3dDefined
fn rotate_to_matrix(x: f32, y: f32, z: f32, a: SpecifiedAngle) -> ComputedMatrix {
let half_rad = a.radians() / 2.0;
let sc = (half_rad).sin() * (half_rad).cos();
let sq = (half_rad).sin().powi(2);
ComputedMatrix {
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
}
}
#[derive(Clone, Copy, Debug)]
#[cfg_attr(feature = "servo", derive(HeapSizeOf))]
pub struct InnerMatrix2D {
pub m11: CSSFloat, pub m12: CSSFloat,
pub m21: CSSFloat, pub m22: CSSFloat,
}
#[derive(Clone, Copy, Debug)]
#[cfg_attr(feature = "servo", derive(HeapSizeOf))]
pub struct Translate2D(f32, f32);
#[derive(Clone, Copy, Debug)]
#[cfg_attr(feature = "servo", derive(HeapSizeOf))]
pub struct Scale2D(f32, f32);
#[derive(Clone, Copy, Debug)]
#[cfg_attr(feature = "servo", derive(HeapSizeOf))]
pub struct MatrixDecomposed2D {
pub translate: Translate2D,
pub scale: Scale2D,
pub angle: f32,
pub matrix: InnerMatrix2D,
}
impl Interpolate for InnerMatrix2D {
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
Ok(InnerMatrix2D {
m11: try!(self.m11.interpolate(&other.m11, progress)),
m12: try!(self.m12.interpolate(&other.m12, progress)),
m21: try!(self.m21.interpolate(&other.m21, progress)),
m22: try!(self.m22.interpolate(&other.m22, progress)),
})
}
}
impl Interpolate for Translate2D {
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
Ok(Translate2D(
try!(self.0.interpolate(&other.0, progress)),
try!(self.1.interpolate(&other.1, progress))
))
}
}
impl Interpolate for Scale2D {
fn interpolate(&self, other: &Self, progress: f64) -> Result<Self, ()> {
Ok(Scale2D(
try!(self.0.interpolate(&other.0, progress)),
try!(self.1.interpolate(&other.1, progress))
))
}
}
impl Interpolate for MatrixDecomposed2D {
/// https://drafts.csswg.org/css-transforms/#interpolation-of-decomposed-2d-matrix-values
fn interpolate(&self, other: &Self, progress: f64) -> 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 = try!(self.translate.interpolate(&other.translate, progress));
let scale = try!(scale.interpolate(&other.scale, progress));
let angle = try!(angle.interpolate(&other_angle, progress));
let matrix = try!(self.matrix.interpolate(&other.matrix, progress));
Ok(MatrixDecomposed2D {
translate: translate,
scale: scale,
angle: angle,
matrix: matrix,
})
}
}
impl Interpolate for ComputedMatrix {
fn interpolate(&self, other: &Self, progress: f64) -> 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(from), Ok(to)) => {
let interpolated = try!(from.interpolate(&to, progress));
Ok(ComputedMatrix::from(interpolated))
},
_ => {
let interpolated = if progress < 0.5 {*self} else {*other};
Ok(interpolated)
}
}
} else {
let decomposed_from = MatrixDecomposed2D::from(*self);
let decomposed_to = MatrixDecomposed2D::from(*other);
let interpolated = try!(decomposed_from.interpolate(&decomposed_to, progress));
Ok(ComputedMatrix::from(interpolated))
}
}
}
impl From<ComputedMatrix> for MatrixDecomposed2D {
/// Decompose a 2D matrix.
/// https://drafts.csswg.org/css-transforms/#decomposing-a-2d-matrix
fn from(matrix: ComputedMatrix) -> MatrixDecomposed2D {
let mut row0x = matrix.m11;
let mut row0y = matrix.m12;
let mut row1x = matrix.m21;
let mut row1y = matrix.m22;