NS_IMETHODIMP DOMSVGPathSegList::InsertItemBefore(nsIDOMSVGPathSeg *aNewItem, PRUint32 aIndex, nsIDOMSVGPathSeg **_retval) { *_retval = nsnull; if (IsAnimValList()) { return NS_ERROR_DOM_NO_MODIFICATION_ALLOWED_ERR; } PRUint32 internalIndex; if (aIndex < Length()) { internalIndex = mItems[aIndex].mInternalDataIndex; } else { aIndex = Length(); internalIndex = InternalList().mData.Length(); } if (aIndex >= DOMSVGPathSeg::MaxListIndex()) { return NS_ERROR_DOM_INDEX_SIZE_ERR; } nsCOMPtr<DOMSVGPathSeg> domItem = do_QueryInterface(aNewItem); if (!domItem) { return NS_ERROR_DOM_SVG_WRONG_TYPE_ERR; } if (domItem->HasOwner()) { domItem = domItem->Clone(); // must do this before changing anything! } PRUint32 argCount = SVGPathSegUtils::ArgCountForType(domItem->Type()); // Ensure we have enough memory so we can avoid complex error handling below: if (!mItems.SetCapacity(mItems.Length() + 1) || !InternalList().mData.SetCapacity(InternalList().mData.Length() + 1 + argCount)) { return NS_ERROR_OUT_OF_MEMORY; } // Now that we know we're inserting, keep animVal list in sync as necessary. MaybeInsertNullInAnimValListAt(aIndex, internalIndex, argCount); float segAsRaw[1 + NS_SVG_PATH_SEG_MAX_ARGS]; domItem->ToSVGPathSegEncodedData(segAsRaw); InternalList().mData.InsertElementsAt(internalIndex, segAsRaw, 1 + argCount); mItems.InsertElementAt(aIndex, ItemProxy(domItem.get(), internalIndex)); // This MUST come after the insertion into InternalList(), or else under the // insertion into InternalList() the values read from domItem would be bad // data from InternalList() itself!: domItem->InsertingIntoList(this, aIndex, IsAnimValList()); UpdateListIndicesFromIndex(aIndex + 1, argCount + 1); Element()->DidChangePathSegList(true); if (AttrIsAnimating()) { Element()->AnimationNeedsResample(); } *_retval = domItem.forget().get(); return NS_OK; }
already_AddRefed<DOMSVGPathSeg> DOMSVGPathSegList::InsertItemBefore(DOMSVGPathSeg& aNewItem, uint32_t aIndex, ErrorResult& aError) { if (IsAnimValList()) { aError.Throw(NS_ERROR_DOM_NO_MODIFICATION_ALLOWED_ERR); return nullptr; } uint32_t internalIndex; if (aIndex < LengthNoFlush()) { internalIndex = mItems[aIndex].mInternalDataIndex; } else { aIndex = LengthNoFlush(); internalIndex = InternalList().mData.Length(); } if (aIndex >= DOMSVGPathSeg::MaxListIndex()) { aError.Throw(NS_ERROR_DOM_INDEX_SIZE_ERR); return nullptr; } nsRefPtr<DOMSVGPathSeg> domItem = &aNewItem; if (domItem->HasOwner()) { domItem = domItem->Clone(); // must do this before changing anything! } uint32_t argCount = SVGPathSegUtils::ArgCountForType(domItem->Type()); // Ensure we have enough memory so we can avoid complex error handling below: if (!mItems.SetCapacity(mItems.Length() + 1) || !InternalList().mData.SetCapacity(InternalList().mData.Length() + 1 + argCount)) { aError.Throw(NS_ERROR_OUT_OF_MEMORY); return nullptr; } nsAttrValue emptyOrOldValue = Element()->WillChangePathSegList(); // Now that we know we're inserting, keep animVal list in sync as necessary. MaybeInsertNullInAnimValListAt(aIndex, internalIndex, argCount); float segAsRaw[1 + NS_SVG_PATH_SEG_MAX_ARGS]; domItem->ToSVGPathSegEncodedData(segAsRaw); InternalList().mData.InsertElementsAt(internalIndex, segAsRaw, 1 + argCount); mItems.InsertElementAt(aIndex, ItemProxy(domItem.get(), internalIndex)); // This MUST come after the insertion into InternalList(), or else under the // insertion into InternalList() the values read from domItem would be bad // data from InternalList() itself!: domItem->InsertingIntoList(this, aIndex, IsAnimValList()); UpdateListIndicesFromIndex(aIndex + 1, argCount + 1); Element()->DidChangePathSegList(emptyOrOldValue); if (AttrIsAnimating()) { Element()->AnimationNeedsResample(); } return domItem.forget(); }
already_AddRefed<nsISVGPoint> DOMSVGPointList::InsertItemBefore(nsISVGPoint& aNewItem, uint32_t aIndex, ErrorResult& aError) { if (IsAnimValList()) { aError.Throw(NS_ERROR_DOM_NO_MODIFICATION_ALLOWED_ERR); return nullptr; } aIndex = std::min(aIndex, LengthNoFlush()); if (aIndex >= nsISVGPoint::MaxListIndex()) { aError.Throw(NS_ERROR_DOM_INDEX_SIZE_ERR); return nullptr; } nsCOMPtr<nsISVGPoint> domItem = &aNewItem; if (domItem->HasOwner() || domItem->IsReadonly() || domItem->IsTranslatePoint()) { domItem = domItem->Copy(); // must do this before changing anything! } // Ensure we have enough memory so we can avoid complex error handling below: if (!mItems.SetCapacity(mItems.Length() + 1, fallible) || !InternalList().SetCapacity(InternalList().Length() + 1)) { aError.Throw(NS_ERROR_OUT_OF_MEMORY); return nullptr; } if (AnimListMirrorsBaseList()) { DOMSVGPointList *animVal = GetDOMWrapperIfExists(InternalAList().GetAnimValKey()); MOZ_ASSERT(animVal, "animVal must be a valid pointer"); if (!animVal->mItems.SetCapacity( animVal->mItems.Length() + 1, fallible)) { aError.Throw(NS_ERROR_OUT_OF_MEMORY); return nullptr; } } AutoChangePointListNotifier notifier(this); // Now that we know we're inserting, keep animVal list in sync as necessary. MaybeInsertNullInAnimValListAt(aIndex); InternalList().InsertItem(aIndex, domItem->ToSVGPoint()); MOZ_ALWAYS_TRUE(mItems.InsertElementAt(aIndex, domItem, fallible)); // This MUST come after the insertion into InternalList(), or else under the // insertion into InternalList() the values read from domItem would be bad // data from InternalList() itself!: domItem->InsertingIntoList(this, aIndex, IsAnimValList()); UpdateListIndicesFromIndex(mItems, aIndex + 1); return domItem.forget(); }
already_AddRefed<nsIDOMSVGPoint> DOMSVGPointList::InsertItemBefore(nsIDOMSVGPoint *aNewItem, uint32_t aIndex, ErrorResult& aError) { if (IsAnimValList()) { aError.Throw(NS_ERROR_DOM_NO_MODIFICATION_ALLOWED_ERR); return nullptr; } aIndex = NS_MIN(aIndex, LengthNoFlush()); if (aIndex >= DOMSVGPoint::MaxListIndex()) { aError.Throw(NS_ERROR_DOM_INDEX_SIZE_ERR); return nullptr; } nsCOMPtr<DOMSVGPoint> domItem = do_QueryInterface(aNewItem); if (!domItem) { aError.Throw(NS_ERROR_DOM_SVG_WRONG_TYPE_ERR); return nullptr; } if (domItem->HasOwner() || domItem->IsReadonly()) { domItem = domItem->Clone(); // must do this before changing anything! } // Ensure we have enough memory so we can avoid complex error handling below: if (!mItems.SetCapacity(mItems.Length() + 1) || !InternalList().SetCapacity(InternalList().Length() + 1)) { aError.Throw(NS_ERROR_OUT_OF_MEMORY); return nullptr; } nsAttrValue emptyOrOldValue = Element()->WillChangePointList(); // Now that we know we're inserting, keep animVal list in sync as necessary. MaybeInsertNullInAnimValListAt(aIndex); InternalList().InsertItem(aIndex, domItem->ToSVGPoint()); mItems.InsertElementAt(aIndex, domItem.get()); // This MUST come after the insertion into InternalList(), or else under the // insertion into InternalList() the values read from domItem would be bad // data from InternalList() itself!: domItem->InsertingIntoList(this, aIndex, IsAnimValList()); UpdateListIndicesFromIndex(mItems, aIndex + 1); Element()->DidChangePointList(emptyOrOldValue); if (AttrIsAnimating()) { Element()->AnimationNeedsResample(); } return domItem.forget(); }
NS_IMETHODIMP DOMSVGNumberList::InsertItemBefore(nsIDOMSVGNumber *newItem, PRUint32 index, nsIDOMSVGNumber **_retval) { *_retval = nsnull; if (IsAnimValList()) { return NS_ERROR_DOM_NO_MODIFICATION_ALLOWED_ERR; } index = NS_MIN(index, Length()); if (index >= DOMSVGNumber::MaxListIndex()) { return NS_ERROR_DOM_INDEX_SIZE_ERR; } nsCOMPtr<DOMSVGNumber> domItem = do_QueryInterface(newItem); if (!domItem) { return NS_ERROR_DOM_SVG_WRONG_TYPE_ERR; } if (domItem->HasOwner()) { domItem = domItem->Clone(); // must do this before changing anything! } // Ensure we have enough memory so we can avoid complex error handling below: if (!mItems.SetCapacity(mItems.Length() + 1) || !InternalList().SetCapacity(InternalList().Length() + 1)) { return NS_ERROR_OUT_OF_MEMORY; } // Now that we know we're inserting, keep animVal list in sync as necessary. MaybeInsertNullInAnimValListAt(index); InternalList().InsertItem(index, domItem->ToSVGNumber()); mItems.InsertElementAt(index, domItem.get()); // This MUST come after the insertion into InternalList(), or else under the // insertion into InternalList() the values read from domItem would be bad // data from InternalList() itself!: domItem->InsertingIntoList(this, AttrEnum(), index, IsAnimValList()); UpdateListIndicesFromIndex(mItems, index + 1); Element()->DidChangeNumberList(AttrEnum(), PR_TRUE); #ifdef MOZ_SMIL if (mAList->IsAnimating()) { Element()->AnimationNeedsResample(); } #endif *_retval = domItem.forget().get(); return NS_OK; }
already_AddRefed<SVGTransform> DOMSVGTransformList::InsertItemBefore(SVGTransform& newItem, uint32_t index, ErrorResult& error) { if (IsAnimValList()) { error.Throw(NS_ERROR_DOM_NO_MODIFICATION_ALLOWED_ERR); return nullptr; } index = std::min(index, LengthNoFlush()); if (index >= SVGTransform::MaxListIndex()) { error.Throw(NS_ERROR_DOM_INDEX_SIZE_ERR); return nullptr; } nsRefPtr<SVGTransform> domItem = &newItem; if (newItem.HasOwner()) { domItem = newItem.Clone(); // must do this before changing anything! } // Ensure we have enough memory so we can avoid complex error handling below: if (!mItems.SetCapacity(mItems.Length() + 1) || !InternalList().SetCapacity(InternalList().Length() + 1)) { error.Throw(NS_ERROR_OUT_OF_MEMORY); return nullptr; } nsAttrValue emptyOrOldValue = Element()->WillChangeTransformList(); // Now that we know we're inserting, keep animVal list in sync as necessary. MaybeInsertNullInAnimValListAt(index); InternalList().InsertItem(index, domItem->ToSVGTransform()); mItems.InsertElementAt(index, domItem.get()); // This MUST come after the insertion into InternalList(), or else under the // insertion into InternalList() the values read from domItem would be bad // data from InternalList() itself!: domItem->InsertingIntoList(this, index, IsAnimValList()); UpdateListIndicesFromIndex(mItems, index + 1); Element()->DidChangeTransformList(emptyOrOldValue); if (mAList->IsAnimating()) { Element()->AnimationNeedsResample(); } return domItem.forget(); }