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/*
* Copyright (C) Research In Motion Limited 2011. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include "config.h"
#if ENABLE(SVG)
#include "SVGAttributeToPropertyMap.h"
#include "SVGAnimatedProperty.h"
#include "SVGPropertyInfo.h"
#include <wtf/PassOwnPtr.h>
namespace WebCore {
void SVGAttributeToPropertyMap::addProperties(const SVGAttributeToPropertyMap& map)
{
AttributeToPropertiesMap::const_iterator end = map.m_map.end();
for (AttributeToPropertiesMap::const_iterator it = map.m_map.begin(); it != end; ++it) {
const PropertiesVector* vector = it->value.get();
ASSERT(vector);
// FIXME: This looks up the attribute name in the hash table for each property, even though all the
// properties in a single vector are guaranteed to have the same attribute name.
// FIXME: This grows the vector one item at a time, even though we know up front exactly how many
// elements we are adding to the vector.
PropertiesVector::const_iterator vectorEnd = vector->end();
for (PropertiesVector::const_iterator vectorIt = vector->begin(); vectorIt != vectorEnd; ++vectorIt)
addProperty(*vectorIt);
}
}
void SVGAttributeToPropertyMap::addProperty(const SVGPropertyInfo* info)
{
ASSERT(info);
ASSERT(info->attributeName != anyQName());
if (PropertiesVector* vector = m_map.get(info->attributeName)) {
vector->append(info);
return;
}
// FIXME: This does a second hash table lookup, but with HashMap::add we could instead do only one.
OwnPtr<PropertiesVector> vector = adoptPtr(new PropertiesVector);
vector->append(info);
m_map.set(info->attributeName, vector.release());
}
void SVGAttributeToPropertyMap::animatedPropertiesForAttribute(SVGElement* ownerType, const QualifiedName& attributeName, Vector<RefPtr<SVGAnimatedProperty> >& properties)
{
ASSERT(ownerType);
PropertiesVector* vector = m_map.get(attributeName);
if (!vector)
return;
PropertiesVector::iterator vectorEnd = vector->end();
for (PropertiesVector::iterator vectorIt = vector->begin(); vectorIt != vectorEnd; ++vectorIt)
properties.append(animatedProperty(ownerType, attributeName, *vectorIt));
}
void SVGAttributeToPropertyMap::animatedPropertyTypeForAttribute(const QualifiedName& attributeName, Vector<AnimatedPropertyType>& propertyTypes)
{
PropertiesVector* vector = m_map.get(attributeName);
if (!vector)
return;
PropertiesVector::iterator vectorEnd = vector->end();
for (PropertiesVector::iterator vectorIt = vector->begin(); vectorIt != vectorEnd; ++vectorIt)
propertyTypes.append((*vectorIt)->animatedPropertyType);
}
void SVGAttributeToPropertyMap::synchronizeProperties(SVGElement* contextElement)
{
ASSERT(contextElement);
AttributeToPropertiesMap::iterator end = m_map.end();
for (AttributeToPropertiesMap::iterator it = m_map.begin(); it != end; ++it) {
PropertiesVector* vector = it->value.get();
ASSERT(vector);
PropertiesVector::iterator vectorEnd = vector->end();
for (PropertiesVector::iterator vectorIt = vector->begin(); vectorIt != vectorEnd; ++vectorIt)
synchronizeProperty(contextElement, it->key, *vectorIt);
}
}
bool SVGAttributeToPropertyMap::synchronizeProperty(SVGElement* contextElement, const QualifiedName& attributeName)
{
ASSERT(contextElement);
PropertiesVector* vector = m_map.get(attributeName);
if (!vector)
return false;
PropertiesVector::iterator vectorEnd = vector->end();
for (PropertiesVector::iterator vectorIt = vector->begin(); vectorIt != vectorEnd; ++vectorIt)
synchronizeProperty(contextElement, attributeName, *vectorIt);
return true;
}
void SVGAttributeToPropertyMap::synchronizeProperty(SVGElement* contextElement, const QualifiedName& attributeName, const SVGPropertyInfo* info)
{
ASSERT(info);
ASSERT_UNUSED(attributeName, attributeName == info->attributeName);
ASSERT(info->synchronizeProperty);
(*info->synchronizeProperty)(contextElement);
}
PassRefPtr<SVGAnimatedProperty> SVGAttributeToPropertyMap::animatedProperty(SVGElement* contextElement, const QualifiedName& attributeName, const SVGPropertyInfo* info)
{
ASSERT(info);
ASSERT_UNUSED(attributeName, attributeName == info->attributeName);
ASSERT(info->lookupOrCreateWrapperForAnimatedProperty);
return (*info->lookupOrCreateWrapperForAnimatedProperty)(contextElement);
}
}
#endif
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