gecko-dev/dom/webidl/SVGMatrix.webidl
Boris Zbarsky e5497b955e Bug 1423562 part 3. Remove [PrimaryGlobal] and require explicit [Exposed] annotations on everything. r=edgar
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
2019-09-27 15:26:14 +00:00

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/* -*- Mode: IDL; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/.
*
* The origin of this IDL file is
* http://www.w3.org/TR/SVG2/
*
* Copyright © 2012 W3C® (MIT, ERCIM, Keio), All Rights Reserved. W3C
* liability, trademark and document use rules apply.
*/
[Exposed=Window]
interface SVGMatrix {
[SetterThrows]
attribute float a;
[SetterThrows]
attribute float b;
[SetterThrows]
attribute float c;
[SetterThrows]
attribute float d;
[SetterThrows]
attribute float e;
[SetterThrows]
attribute float f;
[NewObject]
SVGMatrix multiply(SVGMatrix secondMatrix);
[NewObject, Throws]
SVGMatrix inverse();
[NewObject]
SVGMatrix translate(float x, float y);
[NewObject]
SVGMatrix scale(float scaleFactor);
[NewObject]
SVGMatrix scaleNonUniform(float scaleFactorX, float scaleFactorY);
[NewObject]
SVGMatrix rotate(float angle);
[NewObject, Throws]
SVGMatrix rotateFromVector(float x, float y);
[NewObject]
SVGMatrix flipX();
[NewObject]
SVGMatrix flipY();
[NewObject, Throws]
SVGMatrix skewX(float angle);
[NewObject, Throws]
SVGMatrix skewY(float angle);
};