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Generate correct bindings for callback interfaces: only create an interface object when the interface declares constants, and set up the prototype correctly. This also lets us tidy up some IDL for these callback interfaces.
85 lines
2.4 KiB
C++
85 lines
2.4 KiB
C++
/*
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* Copyright (c) 2022, Andreas Kling <andreas@ladybird.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibJS/Runtime/Object.h>
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#include <LibWeb/DOM/NodeFilter.h>
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namespace Web::DOM {
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// https://dom.spec.whatwg.org/#nodeiterator
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class NodeIterator final : public Bindings::PlatformObject {
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WEB_PLATFORM_OBJECT(NodeIterator, Bindings::PlatformObject);
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GC_DECLARE_ALLOCATOR(NodeIterator);
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public:
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static constexpr bool OVERRIDES_FINALIZE = true;
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static GC::Ref<NodeIterator> create(JS::Realm& realm, Node& root, unsigned what_to_show, GC::Ptr<NodeFilter>);
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virtual ~NodeIterator() override;
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GC::Ref<Node> root() { return m_root; }
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GC::Ref<Node> reference_node() { return m_reference.node; }
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bool pointer_before_reference_node() const { return m_reference.is_before_node; }
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unsigned what_to_show() const { return m_what_to_show; }
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GC::Ptr<NodeFilter> filter() const;
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JS::ThrowCompletionOr<GC::Ptr<Node>> next_node();
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JS::ThrowCompletionOr<GC::Ptr<Node>> previous_node();
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void detach();
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void run_pre_removing_steps(Node&);
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private:
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explicit NodeIterator(JS::Realm&, Node& root);
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virtual void initialize(JS::Realm&) override;
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virtual void visit_edges(Cell::Visitor&) override;
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virtual void finalize() override;
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enum class Direction {
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Next,
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Previous,
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};
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JS::ThrowCompletionOr<GC::Ptr<Node>> traverse(Direction);
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JS::ThrowCompletionOr<NodeFilter::Result> filter(Node&);
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// https://dom.spec.whatwg.org/#concept-traversal-root
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GC::Ref<Node> m_root;
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struct NodePointer {
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GC::Ref<Node> node;
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// https://dom.spec.whatwg.org/#nodeiterator-pointer-before-reference
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bool is_before_node { true };
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};
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void run_pre_removing_steps_with_node_pointer(Node&, NodePointer&);
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// https://dom.spec.whatwg.org/#nodeiterator-reference
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NodePointer m_reference;
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// While traversal is ongoing, we keep track of the current node pointer.
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// This allows us to adjust it during traversal if calling the filter ends up removing the node from the DOM.
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Optional<NodePointer> m_traversal_pointer;
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// https://dom.spec.whatwg.org/#concept-traversal-whattoshow
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unsigned m_what_to_show { 0 };
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// https://dom.spec.whatwg.org/#concept-traversal-filter
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GC::Ptr<NodeFilter> m_filter;
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// https://dom.spec.whatwg.org/#concept-traversal-active
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bool m_active { false };
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};
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}
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