LibWeb/CSS: Extract interpolation code into its own files

Apart from shrinking StyleComputer a little, we need the ability to get
the current value of a transition from outside of it.
This commit is contained in:
Sam Atkins 2024-09-19 12:58:38 +01:00 committed by Andreas Kling
parent a0b96280e4
commit 70d99db992
Notes: github-actions[bot] 2024-09-22 04:43:09 +00:00
4 changed files with 625 additions and 571 deletions

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@ -65,6 +65,7 @@ set(SOURCES
CSS/Frequency.cpp
CSS/GridTrackPlacement.cpp
CSS/GridTrackSize.cpp
CSS/Interpolation.cpp
CSS/Length.cpp
CSS/LengthBox.cpp
CSS/MediaList.cpp

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@ -0,0 +1,601 @@
/*
* Copyright (c) 2018-2023, Andreas Kling <kling@serenityos.org>
* Copyright (c) 2021, the SerenityOS developers.
* Copyright (c) 2021-2024, Sam Atkins <sam@ladybird.org>
* Copyright (c) 2024, Matthew Olsson <mattco@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Interpolation.h"
#include <LibWeb/CSS/PropertyID.h>
#include <LibWeb/CSS/StyleValues/AngleStyleValue.h>
#include <LibWeb/CSS/StyleValues/CSSColorValue.h>
#include <LibWeb/CSS/StyleValues/CSSKeywordValue.h>
#include <LibWeb/CSS/StyleValues/FrequencyStyleValue.h>
#include <LibWeb/CSS/StyleValues/IntegerStyleValue.h>
#include <LibWeb/CSS/StyleValues/LengthStyleValue.h>
#include <LibWeb/CSS/StyleValues/NumberStyleValue.h>
#include <LibWeb/CSS/StyleValues/PercentageStyleValue.h>
#include <LibWeb/CSS/StyleValues/RatioStyleValue.h>
#include <LibWeb/CSS/StyleValues/RectStyleValue.h>
#include <LibWeb/CSS/StyleValues/StyleValueList.h>
#include <LibWeb/CSS/StyleValues/TimeStyleValue.h>
#include <LibWeb/CSS/StyleValues/TransformationStyleValue.h>
#include <LibWeb/CSS/Transformation.h>
#include <LibWeb/DOM/Element.h>
#include <LibWeb/Layout/Node.h>
#include <LibWeb/Painting/PaintableBox.h>
namespace Web::CSS {
template<typename T>
static T interpolate_raw(T from, T to, float delta)
{
if constexpr (AK::Detail::IsSame<T, double>) {
return from + (to - from) * static_cast<double>(delta);
} else {
return static_cast<AK::Detail::RemoveCVReference<T>>(from + (to - from) * delta);
}
}
ValueComparingRefPtr<CSSStyleValue const> interpolate_property(DOM::Element& element, PropertyID property_id, CSSStyleValue const& from, CSSStyleValue const& to, float delta)
{
auto animation_type = animation_type_from_longhand_property(property_id);
switch (animation_type) {
case AnimationType::ByComputedValue:
return interpolate_value(element, from, to, delta);
case AnimationType::None:
return to;
case AnimationType::Custom: {
if (property_id == PropertyID::Transform) {
if (auto interpolated_transform = interpolate_transform(element, from, to, delta))
return *interpolated_transform;
// https://drafts.csswg.org/css-transforms-1/#interpolation-of-transforms
// In some cases, an animation might cause a transformation matrix to be singular or non-invertible.
// For example, an animation in which scale moves from 1 to -1. At the time when the matrix is in
// such a state, the transformed element is not rendered.
return {};
}
if (property_id == PropertyID::BoxShadow)
return interpolate_box_shadow(element, from, to, delta);
// FIXME: Handle all custom animatable properties
[[fallthrough]];
}
// FIXME: Handle repeatable-list animatable properties
case AnimationType::RepeatableList:
case AnimationType::Discrete:
default:
return delta >= 0.5f ? to : from;
}
}
// A null return value means the interpolated matrix was not invertible or otherwise invalid
RefPtr<CSSStyleValue const> interpolate_transform(DOM::Element& element, CSSStyleValue const& from, CSSStyleValue const& to, float delta)
{
// Note that the spec uses column-major notation, so all the matrix indexing is reversed.
static constexpr auto make_transformation = [](TransformationStyleValue const& transformation) -> AK::Optional<Transformation> {
AK::Vector<TransformValue> values;
for (auto const& value : transformation.values()) {
switch (value->type()) {
case CSSStyleValue::Type::Angle:
values.append(AngleOrCalculated { value->as_angle().angle() });
break;
case CSSStyleValue::Type::Math:
values.append(LengthPercentage { value->as_math() });
break;
case CSSStyleValue::Type::Length:
values.append(LengthPercentage { value->as_length().length() });
break;
case CSSStyleValue::Type::Percentage:
values.append(LengthPercentage { value->as_percentage().percentage() });
break;
case CSSStyleValue::Type::Number:
values.append(NumberPercentage { Number(Number::Type::Number, value->as_number().number()) });
break;
default:
return {};
}
}
return Transformation { transformation.transform_function(), move(values) };
};
static constexpr auto transformation_style_value_to_matrix = [](DOM::Element& element, TransformationStyleValue const& value) -> Optional<FloatMatrix4x4> {
auto transformation = make_transformation(value);
if (!transformation.has_value())
return {};
Optional<Painting::PaintableBox const&> paintable_box;
if (auto layout_node = element.layout_node()) {
if (auto paintable = layout_node->paintable(); paintable && is<Painting::PaintableBox>(paintable))
paintable_box = *static_cast<Painting::PaintableBox*>(paintable);
}
if (auto matrix = transformation->to_matrix(paintable_box); !matrix.is_error())
return matrix.value();
return {};
};
static constexpr auto style_value_to_matrix = [](DOM::Element& element, CSSStyleValue const& value) -> FloatMatrix4x4 {
if (value.is_transformation())
return transformation_style_value_to_matrix(element, value.as_transformation()).value_or(FloatMatrix4x4::identity());
// This encompasses both the allowed value "none" and any invalid values
if (!value.is_value_list())
return FloatMatrix4x4::identity();
auto matrix = FloatMatrix4x4::identity();
for (auto const& value_element : value.as_value_list().values()) {
if (value_element->is_transformation()) {
if (auto value_matrix = transformation_style_value_to_matrix(element, value_element->as_transformation()); value_matrix.has_value())
matrix = matrix * value_matrix.value();
}
}
return matrix;
};
struct DecomposedValues {
FloatVector3 translation;
FloatVector3 scale;
FloatVector3 skew;
FloatVector4 rotation;
FloatVector4 perspective;
};
// https://drafts.csswg.org/css-transforms-2/#decomposing-a-3d-matrix
static constexpr auto decompose = [](FloatMatrix4x4 matrix) -> Optional<DecomposedValues> {
// https://drafts.csswg.org/css-transforms-1/#supporting-functions
static constexpr auto combine = [](auto a, auto b, float ascl, float bscl) {
return FloatVector3 {
ascl * a[0] + bscl * b[0],
ascl * a[1] + bscl * b[1],
ascl * a[2] + bscl * b[2],
};
};
// Normalize the matrix.
if (matrix(3, 3) == 0.f)
return {};
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
matrix(i, j) /= matrix(3, 3);
// perspectiveMatrix is used to solve for perspective, but it also provides
// an easy way to test for singularity of the upper 3x3 component.
auto perspective_matrix = matrix;
for (int i = 0; i < 3; i++)
perspective_matrix(3, i) = 0.f;
perspective_matrix(3, 3) = 1.f;
if (!perspective_matrix.is_invertible())
return {};
DecomposedValues values;
// First, isolate perspective.
if (matrix(3, 0) != 0.f || matrix(3, 1) != 0.f || matrix(3, 2) != 0.f) {
// rightHandSide is the right hand side of the equation.
// Note: It is the bottom side in a row-major matrix
FloatVector4 bottom_side = {
matrix(3, 0),
matrix(3, 1),
matrix(3, 2),
matrix(3, 3),
};
// Solve the equation by inverting perspectiveMatrix and multiplying
// rightHandSide by the inverse.
auto inverse_perspective_matrix = perspective_matrix.inverse();
auto transposed_inverse_perspective_matrix = inverse_perspective_matrix.transpose();
values.perspective = transposed_inverse_perspective_matrix * bottom_side;
} else {
// No perspective.
values.perspective = { 0.0, 0.0, 0.0, 1.0 };
}
// Next take care of translation
for (int i = 0; i < 3; i++)
values.translation[i] = matrix(i, 3);
// Now get scale and shear. 'row' is a 3 element array of 3 component vectors
FloatVector3 row[3];
for (int i = 0; i < 3; i++)
row[i] = { matrix(0, i), matrix(1, i), matrix(2, i) };
// Compute X scale factor and normalize first row.
values.scale[0] = row[0].length();
row[0].normalize();
// Compute XY shear factor and make 2nd row orthogonal to 1st.
values.skew[0] = row[0].dot(row[1]);
row[1] = combine(row[1], row[0], 1.f, -values.skew[0]);
// Now, compute Y scale and normalize 2nd row.
values.scale[1] = row[1].length();
row[1].normalize();
values.skew[0] /= values.scale[1];
// Compute XZ and YZ shears, orthogonalize 3rd row
values.skew[1] = row[0].dot(row[2]);
row[2] = combine(row[2], row[0], 1.f, -values.skew[1]);
values.skew[2] = row[1].dot(row[2]);
row[2] = combine(row[2], row[1], 1.f, -values.skew[2]);
// Next, get Z scale and normalize 3rd row.
values.scale[2] = row[2].length();
row[2].normalize();
values.skew[1] /= values.scale[2];
values.skew[2] /= values.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.
auto pdum3 = row[1].cross(row[2]);
if (row[0].dot(pdum3) < 0.f) {
for (int i = 0; i < 3; i++) {
values.scale[i] *= -1.f;
row[i][0] *= -1.f;
row[i][1] *= -1.f;
row[i][2] *= -1.f;
}
}
// Now, get the rotations out
values.rotation[0] = 0.5f * sqrt(max(1.f + row[0][0] - row[1][1] - row[2][2], 0.f));
values.rotation[1] = 0.5f * sqrt(max(1.f - row[0][0] + row[1][1] - row[2][2], 0.f));
values.rotation[2] = 0.5f * sqrt(max(1.f - row[0][0] - row[1][1] + row[2][2], 0.f));
values.rotation[3] = 0.5f * sqrt(max(1.f + row[0][0] + row[1][1] + row[2][2], 0.f));
if (row[2][1] > row[1][2])
values.rotation[0] = -values.rotation[0];
if (row[0][2] > row[2][0])
values.rotation[1] = -values.rotation[1];
if (row[1][0] > row[0][1])
values.rotation[2] = -values.rotation[2];
// FIXME: This accounts for the fact that the browser coordinate system is left-handed instead of right-handed.
// The reason for this is that the positive Y-axis direction points down instead of up. To fix this, we
// invert the Y axis. However, it feels like the spec pseudo-code above should have taken something like
// this into account, so we're probably doing something else wrong.
values.rotation[2] *= -1;
return values;
};
// https://drafts.csswg.org/css-transforms-2/#recomposing-to-a-3d-matrix
static constexpr auto recompose = [](DecomposedValues const& values) -> FloatMatrix4x4 {
auto matrix = FloatMatrix4x4::identity();
// apply perspective
for (int i = 0; i < 4; i++)
matrix(3, i) = values.perspective[i];
// apply translation
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 3; j++)
matrix(i, 3) += values.translation[j] * matrix(i, j);
}
// apply rotation
auto x = values.rotation[0];
auto y = values.rotation[1];
auto z = values.rotation[2];
auto w = values.rotation[3];
// Construct a composite rotation matrix from the quaternion values
// rotationMatrix is a identity 4x4 matrix initially
auto rotation_matrix = FloatMatrix4x4::identity();
rotation_matrix(0, 0) = 1.f - 2.f * (y * y + z * z);
rotation_matrix(1, 0) = 2.f * (x * y - z * w);
rotation_matrix(2, 0) = 2.f * (x * z + y * w);
rotation_matrix(0, 1) = 2.f * (x * y + z * w);
rotation_matrix(1, 1) = 1.f - 2.f * (x * x + z * z);
rotation_matrix(2, 1) = 2.f * (y * z - x * w);
rotation_matrix(0, 2) = 2.f * (x * z - y * w);
rotation_matrix(1, 2) = 2.f * (y * z + x * w);
rotation_matrix(2, 2) = 1.f - 2.f * (x * x + y * y);
matrix = matrix * rotation_matrix;
// apply skew
// temp is a identity 4x4 matrix initially
auto temp = FloatMatrix4x4::identity();
if (values.skew[2] != 0.f) {
temp(1, 2) = values.skew[2];
matrix = matrix * temp;
}
if (values.skew[1] != 0.f) {
temp(1, 2) = 0.f;
temp(0, 2) = values.skew[1];
matrix = matrix * temp;
}
if (values.skew[0] != 0.f) {
temp(0, 2) = 0.f;
temp(0, 1) = values.skew[0];
matrix = matrix * temp;
}
// apply scale
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 4; j++)
matrix(j, i) *= values.scale[i];
}
return matrix;
};
// https://drafts.csswg.org/css-transforms-2/#interpolation-of-decomposed-3d-matrix-values
static constexpr auto interpolate = [](DecomposedValues& from, DecomposedValues& to, float delta) -> DecomposedValues {
auto product = clamp(from.rotation.dot(to.rotation), -1.0f, 1.0f);
FloatVector4 interpolated_rotation;
if (fabsf(product) == 1.0f) {
interpolated_rotation = from.rotation;
} else {
auto theta = acos(product);
auto w = sin(delta * theta) / sqrtf(1.0f - product * product);
for (int i = 0; i < 4; i++) {
from.rotation[i] *= cos(delta * theta) - product * w;
to.rotation[i] *= w;
interpolated_rotation[i] = from.rotation[i] + to.rotation[i];
}
}
return {
interpolate_raw(from.translation, to.translation, delta),
interpolate_raw(from.scale, to.scale, delta),
interpolate_raw(from.skew, to.skew, delta),
interpolated_rotation,
interpolate_raw(from.perspective, to.perspective, delta),
};
};
auto from_matrix = style_value_to_matrix(element, from);
auto to_matrix = style_value_to_matrix(element, to);
auto from_decomposed = decompose(from_matrix);
auto to_decomposed = decompose(to_matrix);
if (!from_decomposed.has_value() || !to_decomposed.has_value())
return {};
auto interpolated_decomposed = interpolate(from_decomposed.value(), to_decomposed.value(), delta);
auto interpolated = recompose(interpolated_decomposed);
StyleValueVector values;
values.ensure_capacity(16);
for (int i = 0; i < 16; i++)
values.append(NumberStyleValue::create(static_cast<double>(interpolated(i % 4, i / 4))));
return StyleValueList::create({ TransformationStyleValue::create(TransformFunction::Matrix3d, move(values)) }, StyleValueList::Separator::Comma);
}
Color interpolate_color(Color from, Color to, float delta)
{
// https://drafts.csswg.org/css-color/#interpolation-space
// If the host syntax does not define what color space interpolation should take place in, it defaults to Oklab.
auto from_oklab = from.to_oklab();
auto to_oklab = to.to_oklab();
auto color = Color::from_oklab(
interpolate_raw(from_oklab.L, to_oklab.L, delta),
interpolate_raw(from_oklab.a, to_oklab.a, delta),
interpolate_raw(from_oklab.b, to_oklab.b, delta));
color.set_alpha(interpolate_raw(from.alpha(), to.alpha(), delta));
return color;
}
NonnullRefPtr<CSSStyleValue const> interpolate_box_shadow(DOM::Element& element, CSSStyleValue const& from, CSSStyleValue const& to, float delta)
{
// https://drafts.csswg.org/css-backgrounds/#box-shadow
// Animation type: by computed value, treating none as a zero-item list and appending blank shadows
// (transparent 0 0 0 0) with a corresponding inset keyword as needed to match the longer list if
// the shorter list is otherwise compatible with the longer one
static constexpr auto process_list = [](CSSStyleValue const& value) {
StyleValueVector shadows;
if (value.is_value_list()) {
for (auto const& element : value.as_value_list().values()) {
if (element->is_shadow())
shadows.append(element);
}
} else if (value.is_shadow()) {
shadows.append(value);
} else if (!value.is_keyword() || value.as_keyword().keyword() != Keyword::None) {
VERIFY_NOT_REACHED();
}
return shadows;
};
static constexpr auto extend_list_if_necessary = [](StyleValueVector& values, StyleValueVector const& other) {
values.ensure_capacity(other.size());
for (size_t i = values.size(); i < other.size(); i++) {
values.unchecked_append(ShadowStyleValue::create(
CSSColorValue::create_from_color(Color::Transparent),
LengthStyleValue::create(Length::make_px(0)),
LengthStyleValue::create(Length::make_px(0)),
LengthStyleValue::create(Length::make_px(0)),
LengthStyleValue::create(Length::make_px(0)),
other[i]->as_shadow().placement()));
}
};
StyleValueVector from_shadows = process_list(from);
StyleValueVector to_shadows = process_list(to);
extend_list_if_necessary(from_shadows, to_shadows);
extend_list_if_necessary(to_shadows, from_shadows);
VERIFY(from_shadows.size() == to_shadows.size());
StyleValueVector result_shadows;
result_shadows.ensure_capacity(from_shadows.size());
for (size_t i = 0; i < from_shadows.size(); i++) {
auto const& from_shadow = from_shadows[i]->as_shadow();
auto const& to_shadow = to_shadows[i]->as_shadow();
auto result_shadow = ShadowStyleValue::create(
CSSColorValue::create_from_color(interpolate_color(from_shadow.color()->to_color({}), to_shadow.color()->to_color({}), delta)),
interpolate_value(element, from_shadow.offset_x(), to_shadow.offset_x(), delta),
interpolate_value(element, from_shadow.offset_y(), to_shadow.offset_y(), delta),
interpolate_value(element, from_shadow.blur_radius(), to_shadow.blur_radius(), delta),
interpolate_value(element, from_shadow.spread_distance(), to_shadow.spread_distance(), delta),
delta >= 0.5f ? to_shadow.placement() : from_shadow.placement());
result_shadows.unchecked_append(result_shadow);
}
return StyleValueList::create(move(result_shadows), StyleValueList::Separator::Comma);
}
NonnullRefPtr<CSSStyleValue const> interpolate_value(DOM::Element& element, CSSStyleValue const& from, CSSStyleValue const& to, float delta)
{
if (from.type() != to.type()) {
// Handle mixed percentage and dimension types
// https://www.w3.org/TR/css-values-4/#mixed-percentages
struct NumericBaseTypeAndDefault {
CSSNumericType::BaseType base_type;
ValueComparingNonnullRefPtr<CSSStyleValue> default_value;
};
static constexpr auto numeric_base_type_and_default = [](CSSStyleValue const& value) -> Optional<NumericBaseTypeAndDefault> {
switch (value.type()) {
case CSSStyleValue::Type::Angle: {
static auto default_angle_value = AngleStyleValue::create(Angle::make_degrees(0));
return NumericBaseTypeAndDefault { CSSNumericType::BaseType::Angle, default_angle_value };
}
case CSSStyleValue::Type::Frequency: {
static auto default_frequency_value = FrequencyStyleValue::create(Frequency::make_hertz(0));
return NumericBaseTypeAndDefault { CSSNumericType::BaseType::Frequency, default_frequency_value };
}
case CSSStyleValue::Type::Length: {
static auto default_length_value = LengthStyleValue::create(Length::make_px(0));
return NumericBaseTypeAndDefault { CSSNumericType::BaseType::Length, default_length_value };
}
case CSSStyleValue::Type::Percentage: {
static auto default_percentage_value = PercentageStyleValue::create(Percentage { 0.0 });
return NumericBaseTypeAndDefault { CSSNumericType::BaseType::Percent, default_percentage_value };
}
case CSSStyleValue::Type::Time: {
static auto default_time_value = TimeStyleValue::create(Time::make_seconds(0));
return NumericBaseTypeAndDefault { CSSNumericType::BaseType::Time, default_time_value };
}
default:
return {};
}
};
static constexpr auto to_calculation_node = [](CSSStyleValue const& value) -> NonnullOwnPtr<CalculationNode> {
switch (value.type()) {
case CSSStyleValue::Type::Angle:
return NumericCalculationNode::create(value.as_angle().angle());
case CSSStyleValue::Type::Frequency:
return NumericCalculationNode::create(value.as_frequency().frequency());
case CSSStyleValue::Type::Length:
return NumericCalculationNode::create(value.as_length().length());
case CSSStyleValue::Type::Percentage:
return NumericCalculationNode::create(value.as_percentage().percentage());
case CSSStyleValue::Type::Time:
return NumericCalculationNode::create(value.as_time().time());
default:
VERIFY_NOT_REACHED();
}
};
auto from_base_type_and_default = numeric_base_type_and_default(from);
auto to_base_type_and_default = numeric_base_type_and_default(to);
if (from_base_type_and_default.has_value() && to_base_type_and_default.has_value() && (from_base_type_and_default->base_type == CSSNumericType::BaseType::Percent || to_base_type_and_default->base_type == CSSNumericType::BaseType::Percent)) {
// This is an interpolation from a numeric unit to a percentage, or vice versa. The trick here is to
// interpolate two separate values. For example, consider an interpolation from 30px to 80%. It's quite
// hard to understand how this interpolation works, but if instead we rewrite the values as "30px + 0%" and
// "0px + 80%", then it is very simple to understand; we just interpolate each component separately.
auto interpolated_from = interpolate_value(element, from, from_base_type_and_default->default_value, delta);
auto interpolated_to = interpolate_value(element, to_base_type_and_default->default_value, to, delta);
Vector<NonnullOwnPtr<CalculationNode>> values;
values.ensure_capacity(2);
values.unchecked_append(to_calculation_node(interpolated_from));
values.unchecked_append(to_calculation_node(interpolated_to));
auto calc_node = SumCalculationNode::create(move(values));
return CSSMathValue::create(move(calc_node), CSSNumericType { to_base_type_and_default->base_type, 1 });
}
return delta >= 0.5f ? to : from;
}
switch (from.type()) {
case CSSStyleValue::Type::Angle:
return AngleStyleValue::create(Angle::make_degrees(interpolate_raw(from.as_angle().angle().to_degrees(), to.as_angle().angle().to_degrees(), delta)));
case CSSStyleValue::Type::Color: {
Optional<Layout::NodeWithStyle const&> layout_node;
if (auto node = element.layout_node())
layout_node = *node;
return CSSColorValue::create_from_color(interpolate_color(from.to_color(layout_node), to.to_color(layout_node), delta));
}
case CSSStyleValue::Type::Integer:
return IntegerStyleValue::create(interpolate_raw(from.as_integer().integer(), to.as_integer().integer(), delta));
case CSSStyleValue::Type::Length: {
auto& from_length = from.as_length().length();
auto& to_length = to.as_length().length();
return LengthStyleValue::create(Length(interpolate_raw(from_length.raw_value(), to_length.raw_value(), delta), from_length.type()));
}
case CSSStyleValue::Type::Number:
return NumberStyleValue::create(interpolate_raw(from.as_number().number(), to.as_number().number(), delta));
case CSSStyleValue::Type::Percentage:
return PercentageStyleValue::create(Percentage(interpolate_raw(from.as_percentage().percentage().value(), to.as_percentage().percentage().value(), delta)));
case CSSStyleValue::Type::Position: {
// https://www.w3.org/TR/css-values-4/#combine-positions
// FIXME: Interpolation of <position> is defined as the independent interpolation of each component (x, y) normalized as an offset from the top left corner as a <length-percentage>.
auto& from_position = from.as_position();
auto& to_position = to.as_position();
return PositionStyleValue::create(
interpolate_value(element, from_position.edge_x(), to_position.edge_x(), delta)->as_edge(),
interpolate_value(element, from_position.edge_y(), to_position.edge_y(), delta)->as_edge());
}
case CSSStyleValue::Type::Ratio: {
auto from_ratio = from.as_ratio().ratio();
auto to_ratio = to.as_ratio().ratio();
// The interpolation of a <ratio> is defined by converting each <ratio> to a number by dividing the first value
// by the second (so a ratio of 3 / 2 would become 1.5), taking the logarithm of that result (so the 1.5 would
// become approximately 0.176), then interpolating those values. The result during the interpolation is
// converted back to a <ratio> by inverting the logarithm, then interpreting the result as a <ratio> with the
// result as the first value and 1 as the second value.
auto from_number = log(from_ratio.value());
auto to_number = log(to_ratio.value());
auto interp_number = interpolate_raw(from_number, to_number, delta);
return RatioStyleValue::create(Ratio(pow(M_E, interp_number)));
}
case CSSStyleValue::Type::Rect: {
auto from_rect = from.as_rect().rect();
auto to_rect = to.as_rect().rect();
return RectStyleValue::create({
Length(interpolate_raw(from_rect.top_edge.raw_value(), to_rect.top_edge.raw_value(), delta), from_rect.top_edge.type()),
Length(interpolate_raw(from_rect.right_edge.raw_value(), to_rect.right_edge.raw_value(), delta), from_rect.right_edge.type()),
Length(interpolate_raw(from_rect.bottom_edge.raw_value(), to_rect.bottom_edge.raw_value(), delta), from_rect.bottom_edge.type()),
Length(interpolate_raw(from_rect.left_edge.raw_value(), to_rect.left_edge.raw_value(), delta), from_rect.left_edge.type()),
});
}
case CSSStyleValue::Type::Transformation:
VERIFY_NOT_REACHED();
case CSSStyleValue::Type::ValueList: {
auto& from_list = from.as_value_list();
auto& to_list = to.as_value_list();
if (from_list.size() != to_list.size())
return from;
StyleValueVector interpolated_values;
interpolated_values.ensure_capacity(from_list.size());
for (size_t i = 0; i < from_list.size(); ++i)
interpolated_values.append(interpolate_value(element, from_list.values()[i], to_list.values()[i], delta));
return StyleValueList::create(move(interpolated_values), from_list.separator());
}
default:
return from;
}
}
}

View file

@ -0,0 +1,22 @@
/*
* Copyright (c) 2024, Sam Atkins <sam@ladybird.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibWeb/CSS/CSSStyleValue.h>
#include <LibWeb/Forward.h>
namespace Web::CSS {
ValueComparingRefPtr<CSSStyleValue const> interpolate_property(DOM::Element&, PropertyID, CSSStyleValue const& from, CSSStyleValue const& to, float delta);
NonnullRefPtr<CSSStyleValue const> interpolate_value(DOM::Element&, CSSStyleValue const& from, CSSStyleValue const& to, float delta);
NonnullRefPtr<CSSStyleValue const> interpolate_box_shadow(DOM::Element&, CSSStyleValue const& from, CSSStyleValue const& to, float delta);
RefPtr<CSSStyleValue const> interpolate_transform(DOM::Element&, CSSStyleValue const& from, CSSStyleValue const& to, float delta);
Color interpolate_color(Color from, Color to, float delta);
}

View file

@ -32,6 +32,7 @@
#include <LibWeb/CSS/CSSLayerBlockRule.h>
#include <LibWeb/CSS/CSSLayerStatementRule.h>
#include <LibWeb/CSS/CSSStyleRule.h>
#include <LibWeb/CSS/Interpolation.h>
#include <LibWeb/CSS/Parser/Parser.h>
#include <LibWeb/CSS/SelectorEngine.h>
#include <LibWeb/CSS/StyleComputer.h>
@ -1024,577 +1025,6 @@ static void cascade_custom_properties(DOM::Element& element, Optional<CSS::Selec
}
}
static NonnullRefPtr<CSSStyleValue const> interpolate_value(DOM::Element& element, CSSStyleValue const& from, CSSStyleValue const& to, float delta);
template<typename T>
static T interpolate_raw(T from, T to, float delta)
{
if constexpr (IsSame<T, double>) {
return from + (to - from) * static_cast<double>(delta);
} else {
return static_cast<RemoveCVReference<T>>(from + (to - from) * delta);
}
}
// A null return value means the interpolated matrix was not invertible or otherwise invalid
static RefPtr<CSSStyleValue const> interpolate_transform(DOM::Element& element, CSSStyleValue const& from, CSSStyleValue const& to, float delta)
{
// Note that the spec uses column-major notation, so all the matrix indexing is reversed.
static constexpr auto make_transformation = [](TransformationStyleValue const& transformation) -> Optional<Transformation> {
Vector<TransformValue> values;
for (auto const& value : transformation.values()) {
switch (value->type()) {
case CSSStyleValue::Type::Angle:
values.append(AngleOrCalculated { value->as_angle().angle() });
break;
case CSSStyleValue::Type::Math:
values.append(LengthPercentage { value->as_math() });
break;
case CSSStyleValue::Type::Length:
values.append(LengthPercentage { value->as_length().length() });
break;
case CSSStyleValue::Type::Percentage:
values.append(LengthPercentage { value->as_percentage().percentage() });
break;
case CSSStyleValue::Type::Number:
values.append(NumberPercentage { Number(Number::Type::Number, value->as_number().number()) });
break;
default:
return {};
}
}
return Transformation { transformation.transform_function(), move(values) };
};
static constexpr auto transformation_style_value_to_matrix = [](DOM::Element& element, TransformationStyleValue const& value) -> Optional<FloatMatrix4x4> {
auto transformation = make_transformation(value.as_transformation());
if (!transformation.has_value())
return {};
Optional<Painting::PaintableBox const&> paintable_box;
if (auto layout_node = element.layout_node()) {
if (auto paintable = layout_node->paintable(); paintable && is<Painting::PaintableBox>(paintable))
paintable_box = *static_cast<Painting::PaintableBox*>(paintable);
}
if (auto matrix = transformation->to_matrix(paintable_box); !matrix.is_error())
return matrix.value();
return {};
};
static constexpr auto style_value_to_matrix = [](DOM::Element& element, CSSStyleValue const& value) -> FloatMatrix4x4 {
if (value.is_transformation())
return transformation_style_value_to_matrix(element, value.as_transformation()).value_or(FloatMatrix4x4::identity());
// This encompasses both the allowed value "none" and any invalid values
if (!value.is_value_list())
return FloatMatrix4x4::identity();
auto matrix = FloatMatrix4x4::identity();
for (auto const& value_element : value.as_value_list().values()) {
if (value_element->is_transformation()) {
if (auto value_matrix = transformation_style_value_to_matrix(element, value_element->as_transformation()); value_matrix.has_value())
matrix = matrix * value_matrix.value();
}
}
return matrix;
};
struct DecomposedValues {
FloatVector3 translation;
FloatVector3 scale;
FloatVector3 skew;
FloatVector4 rotation;
FloatVector4 perspective;
};
// https://drafts.csswg.org/css-transforms-2/#decomposing-a-3d-matrix
static constexpr auto decompose = [](FloatMatrix4x4 matrix) -> Optional<DecomposedValues> {
// https://drafts.csswg.org/css-transforms-1/#supporting-functions
static constexpr auto combine = [](auto a, auto b, float ascl, float bscl) {
return FloatVector3 {
ascl * a[0] + bscl * b[0],
ascl * a[1] + bscl * b[1],
ascl * a[2] + bscl * b[2],
};
};
// Normalize the matrix.
if (matrix(3, 3) == 0.f)
return {};
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
matrix(i, j) /= matrix(3, 3);
// perspectiveMatrix is used to solve for perspective, but it also provides
// an easy way to test for singularity of the upper 3x3 component.
auto perspective_matrix = matrix;
for (int i = 0; i < 3; i++)
perspective_matrix(3, i) = 0.f;
perspective_matrix(3, 3) = 1.f;
if (!perspective_matrix.is_invertible())
return {};
DecomposedValues values;
// First, isolate perspective.
if (matrix(3, 0) != 0.f || matrix(3, 1) != 0.f || matrix(3, 2) != 0.f) {
// rightHandSide is the right hand side of the equation.
// Note: It is the bottom side in a row-major matrix
FloatVector4 bottom_side = {
matrix(3, 0),
matrix(3, 1),
matrix(3, 2),
matrix(3, 3),
};
// Solve the equation by inverting perspectiveMatrix and multiplying
// rightHandSide by the inverse.
auto inverse_perspective_matrix = perspective_matrix.inverse();
auto transposed_inverse_perspective_matrix = inverse_perspective_matrix.transpose();
values.perspective = transposed_inverse_perspective_matrix * bottom_side;
} else {
// No perspective.
values.perspective = { 0.0, 0.0, 0.0, 1.0 };
}
// Next take care of translation
for (int i = 0; i < 3; i++)
values.translation[i] = matrix(i, 3);
// Now get scale and shear. 'row' is a 3 element array of 3 component vectors
FloatVector3 row[3];
for (int i = 0; i < 3; i++)
row[i] = { matrix(0, i), matrix(1, i), matrix(2, i) };
// Compute X scale factor and normalize first row.
values.scale[0] = row[0].length();
row[0].normalize();
// Compute XY shear factor and make 2nd row orthogonal to 1st.
values.skew[0] = row[0].dot(row[1]);
row[1] = combine(row[1], row[0], 1.f, -values.skew[0]);
// Now, compute Y scale and normalize 2nd row.
values.scale[1] = row[1].length();
row[1].normalize();
values.skew[0] /= values.scale[1];
// Compute XZ and YZ shears, orthogonalize 3rd row
values.skew[1] = row[0].dot(row[2]);
row[2] = combine(row[2], row[0], 1.f, -values.skew[1]);
values.skew[2] = row[1].dot(row[2]);
row[2] = combine(row[2], row[1], 1.f, -values.skew[2]);
// Next, get Z scale and normalize 3rd row.
values.scale[2] = row[2].length();
row[2].normalize();
values.skew[1] /= values.scale[2];
values.skew[2] /= values.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.
auto pdum3 = row[1].cross(row[2]);
if (row[0].dot(pdum3) < 0.f) {
for (int i = 0; i < 3; i++) {
values.scale[i] *= -1.f;
row[i][0] *= -1.f;
row[i][1] *= -1.f;
row[i][2] *= -1.f;
}
}
// Now, get the rotations out
values.rotation[0] = 0.5f * sqrt(max(1.f + row[0][0] - row[1][1] - row[2][2], 0.f));
values.rotation[1] = 0.5f * sqrt(max(1.f - row[0][0] + row[1][1] - row[2][2], 0.f));
values.rotation[2] = 0.5f * sqrt(max(1.f - row[0][0] - row[1][1] + row[2][2], 0.f));
values.rotation[3] = 0.5f * sqrt(max(1.f + row[0][0] + row[1][1] + row[2][2], 0.f));
if (row[2][1] > row[1][2])
values.rotation[0] = -values.rotation[0];
if (row[0][2] > row[2][0])
values.rotation[1] = -values.rotation[1];
if (row[1][0] > row[0][1])
values.rotation[2] = -values.rotation[2];
// FIXME: This accounts for the fact that the browser coordinate system is left-handed instead of right-handed.
// The reason for this is that the positive Y-axis direction points down instead of up. To fix this, we
// invert the Y axis. However, it feels like the spec pseudo-code above should have taken something like
// this into account, so we're probably doing something else wrong.
values.rotation[2] *= -1;
return values;
};
// https://drafts.csswg.org/css-transforms-2/#recomposing-to-a-3d-matrix
static constexpr auto recompose = [](DecomposedValues const& values) -> FloatMatrix4x4 {
auto matrix = FloatMatrix4x4::identity();
// apply perspective
for (int i = 0; i < 4; i++)
matrix(3, i) = values.perspective[i];
// apply translation
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 3; j++)
matrix(i, 3) += values.translation[j] * matrix(i, j);
}
// apply rotation
auto x = values.rotation[0];
auto y = values.rotation[1];
auto z = values.rotation[2];
auto w = values.rotation[3];
// Construct a composite rotation matrix from the quaternion values
// rotationMatrix is a identity 4x4 matrix initially
auto rotation_matrix = FloatMatrix4x4::identity();
rotation_matrix(0, 0) = 1.f - 2.f * (y * y + z * z);
rotation_matrix(1, 0) = 2.f * (x * y - z * w);
rotation_matrix(2, 0) = 2.f * (x * z + y * w);
rotation_matrix(0, 1) = 2.f * (x * y + z * w);
rotation_matrix(1, 1) = 1.f - 2.f * (x * x + z * z);
rotation_matrix(2, 1) = 2.f * (y * z - x * w);
rotation_matrix(0, 2) = 2.f * (x * z - y * w);
rotation_matrix(1, 2) = 2.f * (y * z + x * w);
rotation_matrix(2, 2) = 1.f - 2.f * (x * x + y * y);
matrix = matrix * rotation_matrix;
// apply skew
// temp is a identity 4x4 matrix initially
auto temp = FloatMatrix4x4::identity();
if (values.skew[2] != 0.f) {
temp(1, 2) = values.skew[2];
matrix = matrix * temp;
}
if (values.skew[1] != 0.f) {
temp(1, 2) = 0.f;
temp(0, 2) = values.skew[1];
matrix = matrix * temp;
}
if (values.skew[0] != 0.f) {
temp(0, 2) = 0.f;
temp(0, 1) = values.skew[0];
matrix = matrix * temp;
}
// apply scale
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 4; j++)
matrix(j, i) *= values.scale[i];
}
return matrix;
};
// https://drafts.csswg.org/css-transforms-2/#interpolation-of-decomposed-3d-matrix-values
static constexpr auto interpolate = [](DecomposedValues& from, DecomposedValues& to, float delta) -> DecomposedValues {
auto product = clamp(from.rotation.dot(to.rotation), -1.0f, 1.0f);
FloatVector4 interpolated_rotation;
if (fabsf(product) == 1.0f) {
interpolated_rotation = from.rotation;
} else {
auto theta = acos(product);
auto w = sin(delta * theta) / sqrtf(1.0f - product * product);
for (int i = 0; i < 4; i++) {
from.rotation[i] *= cos(delta * theta) - product * w;
to.rotation[i] *= w;
interpolated_rotation[i] = from.rotation[i] + to.rotation[i];
}
}
return {
interpolate_raw(from.translation, to.translation, delta),
interpolate_raw(from.scale, to.scale, delta),
interpolate_raw(from.skew, to.skew, delta),
interpolated_rotation,
interpolate_raw(from.perspective, to.perspective, delta),
};
};
auto from_matrix = style_value_to_matrix(element, from);
auto to_matrix = style_value_to_matrix(element, to);
auto from_decomposed = decompose(from_matrix);
auto to_decomposed = decompose(to_matrix);
if (!from_decomposed.has_value() || !to_decomposed.has_value())
return {};
auto interpolated_decomposed = interpolate(from_decomposed.value(), to_decomposed.value(), delta);
auto interpolated = recompose(interpolated_decomposed);
StyleValueVector values;
values.ensure_capacity(16);
for (int i = 0; i < 16; i++)
values.append(NumberStyleValue::create(static_cast<double>(interpolated(i % 4, i / 4))));
return StyleValueList::create({ TransformationStyleValue::create(TransformFunction::Matrix3d, move(values)) }, StyleValueList::Separator::Comma);
}
static Color interpolate_color(Color from, Color to, float delta)
{
// https://drafts.csswg.org/css-color/#interpolation-space
// If the host syntax does not define what color space interpolation should take place in, it defaults to Oklab.
auto from_oklab = from.to_oklab();
auto to_oklab = to.to_oklab();
auto color = Color::from_oklab(
interpolate_raw(from_oklab.L, to_oklab.L, delta),
interpolate_raw(from_oklab.a, to_oklab.a, delta),
interpolate_raw(from_oklab.b, to_oklab.b, delta));
color.set_alpha(interpolate_raw(from.alpha(), to.alpha(), delta));
return color;
}
static NonnullRefPtr<CSSStyleValue const> interpolate_box_shadow(DOM::Element& element, CSSStyleValue const& from, CSSStyleValue const& to, float delta)
{
// https://drafts.csswg.org/css-backgrounds/#box-shadow
// Animation type: by computed value, treating none as a zero-item list and appending blank shadows
// (transparent 0 0 0 0) with a corresponding inset keyword as needed to match the longer list if
// the shorter list is otherwise compatible with the longer one
static constexpr auto process_list = [](CSSStyleValue const& value) {
StyleValueVector shadows;
if (value.is_value_list()) {
for (auto const& element : value.as_value_list().values()) {
if (element->is_shadow())
shadows.append(element);
}
} else if (value.is_shadow()) {
shadows.append(value);
} else if (!value.is_keyword() || value.as_keyword().keyword() != Keyword::None) {
VERIFY_NOT_REACHED();
}
return shadows;
};
static constexpr auto extend_list_if_necessary = [](StyleValueVector& values, StyleValueVector const& other) {
values.ensure_capacity(other.size());
for (size_t i = values.size(); i < other.size(); i++) {
values.unchecked_append(ShadowStyleValue::create(
CSSColorValue::create_from_color(Color::Transparent),
LengthStyleValue::create(Length::make_px(0)),
LengthStyleValue::create(Length::make_px(0)),
LengthStyleValue::create(Length::make_px(0)),
LengthStyleValue::create(Length::make_px(0)),
other[i]->as_shadow().placement()));
}
};
StyleValueVector from_shadows = process_list(from);
StyleValueVector to_shadows = process_list(to);
extend_list_if_necessary(from_shadows, to_shadows);
extend_list_if_necessary(to_shadows, from_shadows);
VERIFY(from_shadows.size() == to_shadows.size());
StyleValueVector result_shadows;
result_shadows.ensure_capacity(from_shadows.size());
for (size_t i = 0; i < from_shadows.size(); i++) {
auto const& from_shadow = from_shadows[i]->as_shadow();
auto const& to_shadow = to_shadows[i]->as_shadow();
auto result_shadow = ShadowStyleValue::create(
CSSColorValue::create_from_color(interpolate_color(from_shadow.color()->to_color({}), to_shadow.color()->to_color({}), delta)),
interpolate_value(element, from_shadow.offset_x(), to_shadow.offset_x(), delta),
interpolate_value(element, from_shadow.offset_y(), to_shadow.offset_y(), delta),
interpolate_value(element, from_shadow.blur_radius(), to_shadow.blur_radius(), delta),
interpolate_value(element, from_shadow.spread_distance(), to_shadow.spread_distance(), delta),
delta >= 0.5f ? to_shadow.placement() : from_shadow.placement());
result_shadows.unchecked_append(result_shadow);
}
return StyleValueList::create(move(result_shadows), StyleValueList::Separator::Comma);
}
static NonnullRefPtr<CSSStyleValue const> interpolate_value(DOM::Element& element, CSSStyleValue const& from, CSSStyleValue const& to, float delta)
{
if (from.type() != to.type()) {
// Handle mixed percentage and dimension types
// https://www.w3.org/TR/css-values-4/#mixed-percentages
struct NumericBaseTypeAndDefault {
CSSNumericType::BaseType base_type;
ValueComparingNonnullRefPtr<CSSStyleValue> default_value;
};
static constexpr auto numeric_base_type_and_default = [](CSSStyleValue const& value) -> Optional<NumericBaseTypeAndDefault> {
switch (value.type()) {
case CSSStyleValue::Type::Angle: {
static auto default_angle_value = AngleStyleValue::create(Angle::make_degrees(0));
return NumericBaseTypeAndDefault { CSSNumericType::BaseType::Angle, default_angle_value };
}
case CSSStyleValue::Type::Frequency: {
static auto default_frequency_value = FrequencyStyleValue::create(Frequency::make_hertz(0));
return NumericBaseTypeAndDefault { CSSNumericType::BaseType::Frequency, default_frequency_value };
}
case CSSStyleValue::Type::Length: {
static auto default_length_value = LengthStyleValue::create(Length::make_px(0));
return NumericBaseTypeAndDefault { CSSNumericType::BaseType::Length, default_length_value };
}
case CSSStyleValue::Type::Percentage: {
static auto default_percentage_value = PercentageStyleValue::create(Percentage { 0.0 });
return NumericBaseTypeAndDefault { CSSNumericType::BaseType::Percent, default_percentage_value };
}
case CSSStyleValue::Type::Time: {
static auto default_time_value = TimeStyleValue::create(Time::make_seconds(0));
return NumericBaseTypeAndDefault { CSSNumericType::BaseType::Time, default_time_value };
}
default:
return {};
}
};
static constexpr auto to_calculation_node = [](CSSStyleValue const& value) -> NonnullOwnPtr<CalculationNode> {
switch (value.type()) {
case CSSStyleValue::Type::Angle:
return NumericCalculationNode::create(value.as_angle().angle());
case CSSStyleValue::Type::Frequency:
return NumericCalculationNode::create(value.as_frequency().frequency());
case CSSStyleValue::Type::Length:
return NumericCalculationNode::create(value.as_length().length());
case CSSStyleValue::Type::Percentage:
return NumericCalculationNode::create(value.as_percentage().percentage());
case CSSStyleValue::Type::Time:
return NumericCalculationNode::create(value.as_time().time());
default:
VERIFY_NOT_REACHED();
}
};
auto from_base_type_and_default = numeric_base_type_and_default(from);
auto to_base_type_and_default = numeric_base_type_and_default(to);
if (from_base_type_and_default.has_value() && to_base_type_and_default.has_value() && (from_base_type_and_default->base_type == CSSNumericType::BaseType::Percent || to_base_type_and_default->base_type == CSSNumericType::BaseType::Percent)) {
// This is an interpolation from a numeric unit to a percentage, or vice versa. The trick here is to
// interpolate two separate values. For example, consider an interpolation from 30px to 80%. It's quite
// hard to understand how this interpolation works, but if instead we rewrite the values as "30px + 0%" and
// "0px + 80%", then it is very simple to understand; we just interpolate each component separately.
auto interpolated_from = interpolate_value(element, from, from_base_type_and_default->default_value, delta);
auto interpolated_to = interpolate_value(element, to_base_type_and_default->default_value, to, delta);
Vector<NonnullOwnPtr<CalculationNode>> values;
values.ensure_capacity(2);
values.unchecked_append(to_calculation_node(interpolated_from));
values.unchecked_append(to_calculation_node(interpolated_to));
auto calc_node = SumCalculationNode::create(move(values));
return CSSMathValue::create(move(calc_node), CSSNumericType { to_base_type_and_default->base_type, 1 });
}
return delta >= 0.5f ? to : from;
}
switch (from.type()) {
case CSSStyleValue::Type::Angle:
return AngleStyleValue::create(Angle::make_degrees(interpolate_raw(from.as_angle().angle().to_degrees(), to.as_angle().angle().to_degrees(), delta)));
case CSSStyleValue::Type::Color: {
Optional<Layout::NodeWithStyle const&> layout_node;
if (auto node = element.layout_node())
layout_node = *node;
return CSSColorValue::create_from_color(interpolate_color(from.to_color(layout_node), to.to_color(layout_node), delta));
}
case CSSStyleValue::Type::Integer:
return IntegerStyleValue::create(interpolate_raw(from.as_integer().integer(), to.as_integer().integer(), delta));
case CSSStyleValue::Type::Length: {
auto& from_length = from.as_length().length();
auto& to_length = to.as_length().length();
return LengthStyleValue::create(Length(interpolate_raw(from_length.raw_value(), to_length.raw_value(), delta), from_length.type()));
}
case CSSStyleValue::Type::Number:
return NumberStyleValue::create(interpolate_raw(from.as_number().number(), to.as_number().number(), delta));
case CSSStyleValue::Type::Percentage:
return PercentageStyleValue::create(Percentage(interpolate_raw(from.as_percentage().percentage().value(), to.as_percentage().percentage().value(), delta)));
case CSSStyleValue::Type::Position: {
// https://www.w3.org/TR/css-values-4/#combine-positions
// FIXME: Interpolation of <position> is defined as the independent interpolation of each component (x, y) normalized as an offset from the top left corner as a <length-percentage>.
auto& from_position = from.as_position();
auto& to_position = to.as_position();
return PositionStyleValue::create(
interpolate_value(element, from_position.edge_x(), to_position.edge_x(), delta)->as_edge(),
interpolate_value(element, from_position.edge_y(), to_position.edge_y(), delta)->as_edge());
}
case CSSStyleValue::Type::Ratio: {
auto from_ratio = from.as_ratio().ratio();
auto to_ratio = to.as_ratio().ratio();
// The interpolation of a <ratio> is defined by converting each <ratio> to a number by dividing the first value
// by the second (so a ratio of 3 / 2 would become 1.5), taking the logarithm of that result (so the 1.5 would
// become approximately 0.176), then interpolating those values. The result during the interpolation is
// converted back to a <ratio> by inverting the logarithm, then interpreting the result as a <ratio> with the
// result as the first value and 1 as the second value.
auto from_number = log(from_ratio.value());
auto to_number = log(to_ratio.value());
auto interp_number = interpolate_raw(from_number, to_number, delta);
return RatioStyleValue::create(Ratio(pow(M_E, interp_number)));
}
case CSSStyleValue::Type::Rect: {
auto from_rect = from.as_rect().rect();
auto to_rect = to.as_rect().rect();
return RectStyleValue::create({
Length(interpolate_raw(from_rect.top_edge.raw_value(), to_rect.top_edge.raw_value(), delta), from_rect.top_edge.type()),
Length(interpolate_raw(from_rect.right_edge.raw_value(), to_rect.right_edge.raw_value(), delta), from_rect.right_edge.type()),
Length(interpolate_raw(from_rect.bottom_edge.raw_value(), to_rect.bottom_edge.raw_value(), delta), from_rect.bottom_edge.type()),
Length(interpolate_raw(from_rect.left_edge.raw_value(), to_rect.left_edge.raw_value(), delta), from_rect.left_edge.type()),
});
}
case CSSStyleValue::Type::Transformation:
VERIFY_NOT_REACHED();
case CSSStyleValue::Type::ValueList: {
auto& from_list = from.as_value_list();
auto& to_list = to.as_value_list();
if (from_list.size() != to_list.size())
return from;
StyleValueVector interpolated_values;
interpolated_values.ensure_capacity(from_list.size());
for (size_t i = 0; i < from_list.size(); ++i)
interpolated_values.append(interpolate_value(element, from_list.values()[i], to_list.values()[i], delta));
return StyleValueList::create(move(interpolated_values), from_list.separator());
}
default:
return from;
}
}
static ValueComparingRefPtr<CSSStyleValue const> interpolate_property(DOM::Element& element, PropertyID property_id, CSSStyleValue const& from, CSSStyleValue const& to, float delta)
{
auto animation_type = animation_type_from_longhand_property(property_id);
switch (animation_type) {
case AnimationType::ByComputedValue:
return interpolate_value(element, from, to, delta);
case AnimationType::None:
return to;
case AnimationType::Custom: {
if (property_id == PropertyID::Transform) {
if (auto interpolated_transform = interpolate_transform(element, from, to, delta))
return *interpolated_transform;
// https://drafts.csswg.org/css-transforms-1/#interpolation-of-transforms
// In some cases, an animation might cause a transformation matrix to be singular or non-invertible.
// For example, an animation in which scale moves from 1 to -1. At the time when the matrix is in
// such a state, the transformed element is not rendered.
return {};
}
if (property_id == PropertyID::BoxShadow)
return interpolate_box_shadow(element, from, to, delta);
// FIXME: Handle all custom animatable properties
[[fallthrough]];
}
// FIXME: Handle repeatable-list animatable properties
case AnimationType::RepeatableList:
case AnimationType::Discrete:
default:
return delta >= 0.5f ? to : from;
}
}
void StyleComputer::collect_animation_into(DOM::Element& element, Optional<CSS::Selector::PseudoElement::Type> pseudo_element, JS::NonnullGCPtr<Animations::KeyframeEffect> effect, StyleProperties& style_properties, AnimationRefresh refresh) const
{
auto animation = effect->associated_animation();