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e5497b955e
For review purposes, the important changes are in dom/bindings/Configuration.py and dom/bindings/parser. The changes to the IDL files were done by running these in dom/webidl and dom/bindings/test: perl -pi -e 's/^interface ([A-Za-z0-9_]+)($| [:{])/[Exposed=Window]\ninterface \1\2/' *.webidl perl -pi -e 'BEGIN { $/ = undef; } s/\[HTMLConstructor\]\n\[Exposed=Window\]/[HTMLConstructor,\n Exposed=Window]/g' *.webidl perl -pi -e 'BEGIN { $/ = undef; } s/\[NoInterfaceObject\]\n\[Exposed=Window\]/[NoInterfaceObject,\n Exposed=Window]/g' *.webidl perl -pi -e 'BEGIN { $/ = undef; } s/\[ChromeOnly\]\n\[Exposed=Window\]/[ChromeOnly,\n Exposed=Window]/g' *.webidl And running this in dom/chrome-webidl: perl -pi -e 'BEGIN { $/ = undef; } s/\[ChromeOnly\]\ninterface/[ChromeOnly, Exposed=Window]\ninterface/g' *.webidl and then fixing all the resulting parser failures. I then verified that the generated code is the same as before this change. Differential Revision: https://phabricator.services.mozilla.com/D46697 --HG-- extra : moz-landing-system : lando
53 lines
1.3 KiB
Plaintext
53 lines
1.3 KiB
Plaintext
/* -*- Mode: IDL; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/.
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*
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* The origin of this IDL file is
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* http://www.w3.org/TR/SVG2/
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*
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* Copyright © 2012 W3C® (MIT, ERCIM, Keio), All Rights Reserved. W3C
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* liability, trademark and document use rules apply.
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*/
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[Exposed=Window]
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interface SVGMatrix {
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[SetterThrows]
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attribute float a;
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[SetterThrows]
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attribute float b;
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[SetterThrows]
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attribute float c;
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[SetterThrows]
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attribute float d;
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[SetterThrows]
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attribute float e;
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[SetterThrows]
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attribute float f;
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[NewObject]
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SVGMatrix multiply(SVGMatrix secondMatrix);
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[NewObject, Throws]
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SVGMatrix inverse();
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[NewObject]
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SVGMatrix translate(float x, float y);
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[NewObject]
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SVGMatrix scale(float scaleFactor);
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[NewObject]
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SVGMatrix scaleNonUniform(float scaleFactorX, float scaleFactorY);
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[NewObject]
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SVGMatrix rotate(float angle);
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[NewObject, Throws]
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SVGMatrix rotateFromVector(float x, float y);
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[NewObject]
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SVGMatrix flipX();
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[NewObject]
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SVGMatrix flipY();
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[NewObject, Throws]
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SVGMatrix skewX(float angle);
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[NewObject, Throws]
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SVGMatrix skewY(float angle);
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};
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