/* 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 https://mozilla.org/MPL/2.0/. */ #![forbid(unsafe_code)] use crate::properties::Importance; use crate::shared_lock::{SharedRwLockReadGuard, StylesheetGuards}; use crate::stylesheets::Origin; /// The cascade level these rules are relevant at, as per[1][2][3]. /// /// Presentational hints for SVG and HTML are in the "author-level /// zero-specificity" level, that is, right after user rules, and before author /// rules. /// /// The order of variants declared here is significant, and must be in /// _ascending_ order of precedence. /// /// See also [4] for the Shadow DOM bits. We rely on the invariant that rules /// from outside the tree the element is in can't affect the element. /// /// The opposite is not true (i.e., :host and ::slotted) from an "inner" shadow /// tree may affect an element connected to the document or an "outer" shadow /// tree. /// /// [1]: https://drafts.csswg.org/css-cascade/#cascade-origin /// [2]: https://drafts.csswg.org/css-cascade/#preshint /// [3]: https://html.spec.whatwg.org/multipage/#presentational-hints /// [4]: https://drafts.csswg.org/css-scoping/#shadow-cascading #[repr(u8)] #[derive(Clone, Copy, Debug, Eq, Hash, MallocSizeOf, Ord, PartialEq, PartialOrd)] pub enum CascadeLevel { /// Normal User-Agent rules. UANormal, /// User normal rules. UserNormal, /// Presentational hints. PresHints, /// Shadow DOM styles from author styles. AuthorNormal { /// The order in the shadow tree hierarchy. This number is relative to /// the tree of the element, and thus the only invariants that need to /// be preserved is: /// /// * Zero is the same tree as the element that matched the rule. This /// is important so that we can optimize style attribute insertions. /// /// * The levels are ordered in accordance with /// https://drafts.csswg.org/css-scoping/#shadow-cascading shadow_cascade_order: ShadowCascadeOrder, }, /// SVG SMIL animations. SMILOverride, /// CSS animations and script-generated animations. Animations, /// Author-supplied important rules. AuthorImportant { /// The order in the shadow tree hierarchy, inverted, so that PartialOrd /// does the right thing. shadow_cascade_order: ShadowCascadeOrder, }, /// User important rules. UserImportant, /// User-agent important rules. UAImportant, /// Transitions Transitions, } impl CascadeLevel { /// Convert this level from "unimportant" to "important". pub fn important(&self) -> Self { match *self { Self::UANormal => Self::UAImportant, Self::UserNormal => Self::UserImportant, Self::AuthorNormal { shadow_cascade_order, } => Self::AuthorImportant { shadow_cascade_order: -shadow_cascade_order, }, Self::PresHints | Self::SMILOverride | Self::Animations | Self::AuthorImportant { .. } | Self::UserImportant | Self::UAImportant | Self::Transitions => *self, } } /// Convert this level from "important" to "non-important". pub fn unimportant(&self) -> Self { match *self { Self::UAImportant => Self::UANormal, Self::UserImportant => Self::UserNormal, Self::AuthorImportant { shadow_cascade_order, } => Self::AuthorNormal { shadow_cascade_order: -shadow_cascade_order, }, Self::PresHints | Self::SMILOverride | Self::Animations | Self::AuthorNormal { .. } | Self::UserNormal | Self::UANormal | Self::Transitions => *self, } } /// Select a lock guard for this level pub fn guard<'a>(&self, guards: &'a StylesheetGuards<'a>) -> &'a SharedRwLockReadGuard<'a> { match *self { Self::UANormal | Self::UserNormal | Self::UserImportant | Self::UAImportant => { guards.ua_or_user }, _ => guards.author, } } /// Returns the cascade level for author important declarations from the /// same tree as the element. #[inline] pub fn same_tree_author_important() -> Self { Self::AuthorImportant { shadow_cascade_order: ShadowCascadeOrder::for_same_tree(), } } /// Returns the cascade level for author normal declarations from the same /// tree as the element. #[inline] pub fn same_tree_author_normal() -> Self { Self::AuthorNormal { shadow_cascade_order: ShadowCascadeOrder::for_same_tree(), } } /// Returns whether this cascade level represents important rules of some /// sort. #[inline] pub fn is_important(&self) -> bool { match *self { Self::AuthorImportant { .. } | Self::UserImportant | Self::UAImportant => true, _ => false, } } /// Returns the importance relevant for this rule. Pretty similar to /// `is_important`. #[inline] pub fn importance(&self) -> Importance { if self.is_important() { Importance::Important } else { Importance::Normal } } /// Returns the cascade origin of the rule. #[inline] pub fn origin(&self) -> Origin { match *self { Self::UAImportant | Self::UANormal => Origin::UserAgent, Self::UserImportant | Self::UserNormal => Origin::User, Self::PresHints | Self::AuthorNormal { .. } | Self::AuthorImportant { .. } | Self::SMILOverride | Self::Animations | Self::Transitions => Origin::Author, } } /// Returns whether this cascade level represents an animation rules. #[inline] pub fn is_animation(&self) -> bool { match *self { Self::SMILOverride | Self::Animations | Self::Transitions => true, _ => false, } } } /// A counter to track how many shadow root rules deep we are. This is used to /// handle: /// /// https://drafts.csswg.org/css-scoping/#shadow-cascading /// /// See the static functions for the meaning of different values. #[derive(Clone, Copy, Debug, Eq, Hash, MallocSizeOf, Ord, PartialEq, PartialOrd)] pub struct ShadowCascadeOrder(i8); impl ShadowCascadeOrder { /// We keep a maximum of 3 bits of order as a limit so that we can pack /// CascadeLevel in one byte by using half of it for the order, if that ends /// up being necessary. const MAX: i8 = 0b111; const MIN: i8 = -Self::MAX; /// A level for the outermost shadow tree (the shadow tree we own, and the /// ones from the slots we're slotted in). #[inline] pub fn for_outermost_shadow_tree() -> Self { Self(-1) } /// A level for the element's tree. #[inline] fn for_same_tree() -> Self { Self(0) } /// A level for the innermost containing tree (the one closest to the /// element). #[inline] pub fn for_innermost_containing_tree() -> Self { Self(1) } /// Decrement the level, moving inwards. We should only move inwards if /// we're traversing slots. #[inline] pub fn dec(&mut self) { debug_assert!(self.0 < 0); if self.0 != Self::MIN { self.0 -= 1; } } /// The level, moving inwards. We should only move inwards if we're /// traversing slots. #[inline] pub fn inc(&mut self) { debug_assert_ne!(self.0, -1); if self.0 != Self::MAX { self.0 += 1; } } } impl std::ops::Neg for ShadowCascadeOrder { type Output = Self; #[inline] fn neg(self) -> Self { Self(self.0.neg()) } }