ladybird/Userland/Libraries/LibWeb/CSS/CSSTransition.cpp
Shannon Booth bad44f8fc9 LibWeb: Remove Bindings/Forward.h from LibWeb/Forward.h
This was resulting in a whole lot of rebuilding whenever a new IDL
interface was added.

Instead, just directly include the prototype in every C++ file which
needs it. While we only really need a forward declaration in each cpp
file; including the full prototype header (which itself only includes
LibJS/Object.h, which is already transitively brought in by
PlatformObject) - it seems like a small price to pay compared to what
feels like a full rebuild of LibWeb whenever a new IDL file is added.

Given all of these includes are only needed for the ::initialize
method, there is probably a smart way of avoiding this problem
altogether. I've considered both using some macro trickery or generating
these functions somehow instead.
2024-04-27 18:29:35 -04:00

96 lines
3.8 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*
* Copyright (c) 2024, Matthew Olsson <mattco@serenityos.org>.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibWeb/Bindings/CSSTransitionPrototype.h>
#include <LibWeb/Bindings/Intrinsics.h>
#include <LibWeb/CSS/CSSStyleDeclaration.h>
#include <LibWeb/CSS/CSSTransition.h>
#include <LibWeb/DOM/Element.h>
namespace Web::CSS {
JS_DEFINE_ALLOCATOR(CSSTransition);
JS::NonnullGCPtr<CSSTransition> CSSTransition::create(JS::Realm& realm, PropertyID property_id, size_t transition_generation)
{
return realm.heap().allocate<CSSTransition>(realm, realm, property_id, transition_generation);
}
Animations::AnimationClass CSSTransition::animation_class() const
{
return Animations::AnimationClass::CSSTransition;
}
Optional<int> CSSTransition::class_specific_composite_order(JS::NonnullGCPtr<Animations::Animation> other_animation) const
{
auto other = JS::NonnullGCPtr { verify_cast<CSSTransition>(*other_animation) };
// Within the set of CSS Transitions, two animations A and B are sorted in composite order (first to last) as
// follows:
// 1. If neither A nor B has an owning element, sort based on their relative position in the global animation list.
if (!m_owning_element && !other->m_owning_element)
return global_animation_list_order() - other->global_animation_list_order();
// 2. Otherwise, if only one of A or B has an owning element, let the animation with an owning element sort first.
if (m_owning_element && !other->m_owning_element)
return -1;
if (!m_owning_element && other->m_owning_element)
return 1;
// 3. Otherwise, if the owning element of A and B differs, sort A and B by tree order of their corresponding owning
// elements. With regard to pseudo-elements, the sort order is as follows:
// - element
// - ::marker
// - ::before
// - any other pseudo-elements not mentioned specifically in this list, sorted in ascending order by the Unicode
// codepoints that make up each selector
// - ::after
// - element children
if (m_owning_element.ptr() != other->m_owning_element.ptr()) {
// FIXME: Actually sort by tree order
return {};
}
// 4. Otherwise, if A and B have different transition generation values, sort by their corresponding transition
// generation in ascending order.
if (m_transition_generation != other->m_transition_generation)
return m_transition_generation - other->m_transition_generation;
// FIXME:
// 5. Otherwise, sort A and B in ascending order by the Unicode codepoints that make up the expanded transition
// property name of each transition (i.e. without attempting case conversion and such that -moz-column-width
// sorts before column-width).
return {};
}
CSSTransition::CSSTransition(JS::Realm& realm, PropertyID property_id, size_t transition_generation)
: Animations::Animation(realm)
, m_transition_property(property_id)
, m_transition_generation(transition_generation)
{
// FIXME:
// Transitions generated using the markup defined in this specification are not added to the global animation list
// when they are created. Instead, these animations are appended to the global animation list at the first moment
// when they transition out of the idle play state after being disassociated from their owning element. Transitions
// that have been disassociated from their owning element but are still idle do not have a defined composite order.
}
void CSSTransition::initialize(JS::Realm& realm)
{
Base::initialize(realm);
WEB_SET_PROTOTYPE_FOR_INTERFACE(CSSTransition);
}
void CSSTransition::visit_edges(Cell::Visitor& visitor)
{
Base::visit_edges(visitor);
visitor.visit(m_owning_element);
visitor.visit(m_cached_declaration);
}
}