Exemplo n.º 1
0
void
DOMSVGPathSegList::
  MaybeInsertNullInAnimValListAt(uint32_t aIndex,
                                 uint32_t aInternalIndex,
                                 uint32_t aArgCountForItem)
{
  NS_ABORT_IF_FALSE(!IsAnimValList(), "call from baseVal to animVal");

  if (AttrIsAnimating()) {
    // animVal not a clone of baseVal
    return;
  }

  // The anim val list is in sync with the base val list
  DOMSVGPathSegList *animVal =
    GetDOMWrapperIfExists(InternalAList().GetAnimValKey());
  if (!animVal) {
    // No animVal list wrapper
    return;
  }

  NS_ABORT_IF_FALSE(animVal->mItems.Length() == mItems.Length(),
                    "animVal list not in sync!");

  animVal->mItems.InsertElementAt(aIndex, ItemProxy(nullptr, aInternalIndex));

  animVal->UpdateListIndicesFromIndex(aIndex + 1, 1 + aArgCountForItem);
}
Exemplo n.º 2
0
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;
}
Exemplo n.º 3
0
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();
}
Exemplo n.º 4
0
void
DOMSVGPathSegList::InternalListWillChangeTo(const SVGPathData& aNewValue)
{
  // When the number of items in our internal counterpart changes, we MUST stay
  // in sync. Everything in the scary comment in
  // DOMSVGLengthList::InternalBaseValListWillChangeTo applies here just as
  // much, but we have the additional issue that failing to stay in sync would
  // mean that - assuming we aren't reading bad memory - we would likely end up
  // decoding command types from argument floats when looking in our
  // SVGPathData's data array! Either way, we'll likely then go down
  // NS_NOTREACHED code paths, or end up reading/setting more bad memory!!

  // The only time that our other DOM list type implementations remove items is
  // if those items become surplus items due to an attribute change or SMIL
  // animation sample shortening the list. In general though, they try to keep
  // their existing DOM items, even when things change. To be consistent, we'd
  // really like to do the same thing. However, because different types of path
  // segment correspond to different DOMSVGPathSeg subclasses, the type of
  // items in our list are generally not the same, which makes this harder for
  // us. We have to remove DOM segments if their type is not the same as the
  // type of the new internal segment at their index.
  //
  // We also need to sync up mInternalDataIndex, but since we need to loop over
  // all the items in the new list checking types anyway, that's almost
  // insignificant in terms of overhead.
  //
  // Note that this method is called on every single SMIL animation resample
  // and we have no way to short circuit the overhead since we don't have a
  // way to tell if the call is due to a new animation, or a resample of an
  // existing animation (when the number and type of items would be the same).
  // (Note that a new animation could start overriding an existing animation at
  // any time, so checking IsAnimating() wouldn't work.) Because we get called
  // on every sample, it would not be acceptable alternative to throw away all
  // our items and let them be recreated lazily, since that would break what
  // script sees!

  uint32_t length = mItems.Length();
  uint32_t index = 0;

  uint32_t dataLength = aNewValue.mData.Length();
  uint32_t dataIndex = 0; // index into aNewValue's raw data array

  uint32_t newSegType;

  nsRefPtr<DOMSVGPathSegList> kungFuDeathGrip;
  if (length) {
    // RemovingFromList() might clear last reference to |this|.
    // Retain a temporary reference to keep from dying before returning.
    //
    // NOTE: For path-seg lists (unlike other list types), we have to do this
    // *whenever our list is nonempty* (even if we're growing in length).
    // That's because the path-seg-type of any segment could differ between old
    // list vs. new list, which will make us destroy & recreate that segment,
    // which could remove the last reference to us.
    //
    // (We explicitly *don't* want to create a kungFuDeathGrip in the length=0
    // case, though, because we do hit this code inside our constructor before
    // any other owning references have been added, and at that point, the
    // deathgrip-removal would make us die before we exit our constructor.)
    kungFuDeathGrip = this;
  }

  while (index < length && dataIndex < dataLength) {
    newSegType = SVGPathSegUtils::DecodeType(aNewValue.mData[dataIndex]);
    if (ItemAt(index) && ItemAt(index)->Type() != newSegType) {
      ItemAt(index)->RemovingFromList();
      ItemAt(index) = nullptr;
    }
    // Only after the RemovingFromList() can we touch mInternalDataIndex!
    mItems[index].mInternalDataIndex = dataIndex;
    ++index;
    dataIndex += 1 + SVGPathSegUtils::ArgCountForType(newSegType);
  }

  NS_ABORT_IF_FALSE((index == length && dataIndex <= dataLength) ||
                    (index <= length && dataIndex == dataLength),
                    "very bad - list corruption?");

  if (index < length) {
    // aNewValue has fewer items than our previous internal counterpart

    uint32_t newLength = index;

    // Remove excess items from the list:
    for (; index < length; ++index) {
      if (ItemAt(index)) {
        ItemAt(index)->RemovingFromList();
        ItemAt(index) = nullptr;
      }
    }

    // Only now may we truncate mItems
    mItems.SetLength(newLength);

  } else if (dataIndex < dataLength) {
    // aNewValue has more items than our previous internal counterpart

    // Sync mItems:
    while (dataIndex < dataLength) {
      if (mItems.Length() &&
          mItems.Length() - 1 > DOMSVGPathSeg::MaxListIndex()) {
        // It's safe to get out of sync with our internal list as long as we
        // have FEWER items than it does.
        return;
      }
      if (!mItems.AppendElement(ItemProxy(nullptr, dataIndex))) {
        // OOM
        ErrorResult rv;
        Clear(rv);
        MOZ_ASSERT(!rv.Failed());
        return;
      }
      dataIndex += 1 + SVGPathSegUtils::ArgCountForType(SVGPathSegUtils::DecodeType(aNewValue.mData[dataIndex]));
    }
  }

  NS_ABORT_IF_FALSE(dataIndex == dataLength, "Serious processing error");
  NS_ABORT_IF_FALSE(index == length, "Serious counting error");
}