nsresult SVGAnimatedPathSegList::SetAnimValue(const SVGPathData& aNewAnimValue, nsSVGElement *aElement) { // Note that a new animation may totally change the number of items in the // animVal list, either replacing what was essentially a mirror of the // baseVal list, or else replacing and overriding an existing animation. // Unfortunately it is not possible for us to reliably distinguish between // calls to this method that are setting a new sample for an existing // animation, and calls that are setting the first sample of an animation // that will override an existing animation. In the case of DOMSVGPathSegList // the InternalListWillChangeTo method is not virtually free as it is for the // other DOM list classes, so this is a shame. We'd quite like to be able to // skip the call if possible. // We must send these notifications *before* changing mAnimVal! (See above.) DOMSVGPathSegList *domWrapper = DOMSVGPathSegList::GetDOMWrapperIfExists(GetAnimValKey()); if (domWrapper) { domWrapper->InternalListWillChangeTo(aNewAnimValue); } if (!mAnimVal) { mAnimVal = new SVGPathData(); } nsresult rv = mAnimVal->CopyFrom(aNewAnimValue); if (NS_FAILED(rv)) { // OOM. We clear the animation and, importantly, ClearAnimValue() ensures // that mAnimVal's DOM wrapper (if any) is kept in sync! ClearAnimValue(aElement); } aElement->DidAnimatePathSegList(); return rv; }
nsresult SVGAnimatedPathSegList::SetBaseValueString(const nsAString& aValue) { SVGPathData newBaseValue; // The spec says that the path data is parsed and accepted up to the first // error encountered, so we don't return early if an error occurs. However, // we do want to throw any error code from setAttribute if there's a problem. nsresult rv = newBaseValue.SetValueFromString(aValue); // We must send these notifications *before* changing mBaseVal! Our baseVal's // DOM wrapper list may have to remove DOM items from itself, and any removed // DOM items need to copy their internal counterpart's values *before* we // change them. See the comments in // DOMSVGPathSegList::InternalListWillChangeTo(). DOMSVGPathSegList *baseValWrapper = DOMSVGPathSegList::GetDOMWrapperIfExists(GetBaseValKey()); if (baseValWrapper) { baseValWrapper->InternalListWillChangeTo(newBaseValue); } DOMSVGPathSegList* animValWrapper = nullptr; if (!IsAnimating()) { // DOM anim val wraps our base val too! animValWrapper = DOMSVGPathSegList::GetDOMWrapperIfExists(GetAnimValKey()); if (animValWrapper) { animValWrapper->InternalListWillChangeTo(newBaseValue); } } // Only now may we modify mBaseVal! // We don't need to call DidChange* here - we're only called by // nsSVGElement::ParseAttribute under Element::SetAttr, // which takes care of notifying. nsresult rv2 = mBaseVal.CopyFrom(newBaseValue); if (NS_FAILED(rv2)) { // Attempting to increase mBaseVal's length failed (mBaseVal is left // unmodified). We MUST keep any DOM wrappers in sync: if (baseValWrapper) { baseValWrapper->InternalListWillChangeTo(mBaseVal); } if (animValWrapper) { animValWrapper->InternalListWillChangeTo(mBaseVal); } return rv2; } return rv; }
void SVGAnimatedPathSegList::ClearAnimValue(nsSVGElement *aElement) { // We must send these notifications *before* changing mAnimVal! (See above.) DOMSVGPathSegList *domWrapper = DOMSVGPathSegList::GetDOMWrapperIfExists(GetAnimValKey()); if (domWrapper) { // When all animation ends, animVal simply mirrors baseVal, which may have // a different number of items to the last active animated value. // domWrapper->InternalListWillChangeTo(mBaseVal); } mAnimVal = nullptr; aElement->DidAnimatePathSegList(); }
void SVGAnimatedPathSegList::ClearBaseValue() { // We must send these notifications *before* changing mBaseVal! (See above.) DOMSVGPathSegList *baseValWrapper = DOMSVGPathSegList::GetDOMWrapperIfExists(GetBaseValKey()); if (baseValWrapper) { baseValWrapper->InternalListWillChangeTo(SVGPathData()); } if (!IsAnimating()) { // DOM anim val wraps our base val too! DOMSVGPathSegList *animValWrapper = DOMSVGPathSegList::GetDOMWrapperIfExists(GetAnimValKey()); if (animValWrapper) { animValWrapper->InternalListWillChangeTo(SVGPathData()); } } mBaseVal.Clear(); // Caller notifies }
nsresult SVGAnimatedPointList::SetAnimValue(const SVGPointList& aNewAnimValue, nsSVGElement *aElement) { // Note that a new animation may totally change the number of items in the // animVal list, either replacing what was essentially a mirror of the // baseVal list, or else replacing and overriding an existing animation. // It is not possible for us to reliably distinguish between calls to this // method that are setting a new sample for an existing animation (in which // case our list length isn't changing and we wouldn't need to notify our DOM // wrapper to keep its length in sync), and calls to this method that are // setting the first sample of a new animation that will override the base // value/an existing animation (in which case our length may be changing and // our DOM wrapper may need to be notified). Happily though, it's cheap to // just blindly notify our animVal's DOM wrapper of our new value each time // this method is called, so that's what we do. // We must send this notification *before* changing mAnimVal! (See above.) DOMSVGPointList *domWrapper = DOMSVGPointList::GetDOMWrapperIfExists(GetAnimValKey()); if (domWrapper) { domWrapper->InternalListWillChangeTo(aNewAnimValue); } if (!mAnimVal) { mAnimVal = new SVGPointList(); } nsresult rv = mAnimVal->CopyFrom(aNewAnimValue); if (NS_FAILED(rv)) { // OOM. We clear the animation and, importantly, ClearAnimValue() ensures // that mAnimVal's DOM wrapper (if any) is kept in sync! ClearAnimValue(aElement); return rv; } aElement->DidAnimatePointList(); return NS_OK; }