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// Copyright 2019 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef THIRD_PARTY_BLINK_RENDERER_CORE_ANIMATION_INTERPOLABLE_SHADOW_H_
#define THIRD_PARTY_BLINK_RENDERER_CORE_ANIMATION_INTERPOLABLE_SHADOW_H_
#include <memory>
#include "third_party/blink/renderer/core/animation/interpolable_length.h"
#include "third_party/blink/renderer/core/animation/interpolable_value.h"
#include "third_party/blink/renderer/core/animation/interpolation_value.h"
#include "third_party/blink/renderer/core/animation/pairwise_interpolation_value.h"
#include "third_party/blink/renderer/core/style/shadow_data.h"
#include "third_party/blink/renderer/platform/wtf/casting.h"
namespace blink {
class CSSValue;
class StyleResolverState;
class UnderlyingValue;
// Represents a CSS shadow value (such as [0] or [1]), converted into a form
// that can be interpolated from/to.
//
// [0]: https://drafts.csswg.org/css-backgrounds-3/#typedef-shadow
// [1]: https://drafts.fxtf.org/filter-effects/#funcdef-filter-drop-shadow
class InterpolableShadow : public InterpolableValue {
public:
InterpolableShadow(std::unique_ptr<InterpolableLength> x,
std::unique_ptr<InterpolableLength> y,
std::unique_ptr<InterpolableLength> blur,
std::unique_ptr<InterpolableLength> spread,
std::unique_ptr<InterpolableValue> color,
ShadowStyle);
static std::unique_ptr<InterpolableShadow> Create(const ShadowData&,
double zoom);
static std::unique_ptr<InterpolableShadow> CreateNeutral();
static std::unique_ptr<InterpolableShadow> MaybeConvertCSSValue(
const CSSValue&);
// Helpers for CSSListInterpolationFunctions.
static PairwiseInterpolationValue MaybeMergeSingles(
std::unique_ptr<InterpolableValue> start,
std::unique_ptr<InterpolableValue> end);
static bool CompatibleForCompositing(const InterpolableValue*,
const InterpolableValue*);
static void Composite(UnderlyingValue&,
double underlying_fraction,
const InterpolableValue&,
const NonInterpolableValue*);
ShadowStyle GetShadowStyle() const { return shadow_style_; }
// Convert this InterpolableShadow back into a ShadowData class, usually to be
// applied to the style after interpolating it.
ShadowData CreateShadowData(const StyleResolverState&) const;
// InterpolableValue implementation:
void Interpolate(const InterpolableValue& to,
const double progress,
InterpolableValue& result) const final;
bool IsShadow() const final { return true; }
bool Equals(const InterpolableValue& other) const final {
NOTREACHED();
return false;
}
void Scale(double scale) final;
void Add(const InterpolableValue& other) final;
void AssertCanInterpolateWith(const InterpolableValue& other) const final;
private:
InterpolableShadow* RawClone() const final;
InterpolableShadow* RawCloneAndZero() const final;
// The interpolable components of a shadow. These should all be non-null.
std::unique_ptr<InterpolableLength> x_;
std::unique_ptr<InterpolableLength> y_;
std::unique_ptr<InterpolableLength> blur_;
std::unique_ptr<InterpolableLength> spread_;
std::unique_ptr<InterpolableValue> color_;
ShadowStyle shadow_style_;
};
template <>
struct DowncastTraits<InterpolableShadow> {
static bool AllowFrom(const InterpolableValue& interpolable_value) {
return interpolable_value.IsShadow();
}
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_CORE_ANIMATION_INTERPOLABLE_SHADOW_H_