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			143 lines
		
	
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			143 lines
		
	
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * Copyright (c) 2020, the SerenityOS developers.
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 * Copyright (c) 2023, Tim Flynn <trflynn89@serenityos.org>
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 *
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 * SPDX-License-Identifier: BSD-2-Clause
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 */
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/DOM/Element.h>
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#include <LibWeb/DOM/Text.h>
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#include <LibWeb/HTML/HTMLSlotElement.h>
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namespace Web::HTML {
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HTMLSlotElement::HTMLSlotElement(DOM::Document& document, DOM::QualifiedName qualified_name)
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    : HTMLElement(document, move(qualified_name))
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{
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    // https://dom.spec.whatwg.org/#ref-for-concept-element-attributes-change-ext
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    add_attribute_change_steps([this](auto const& local_name, auto const& old_value, auto const& value, auto const& namespace_) {
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        // 1. If element is a slot, localName is name, and namespace is null, then:
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        if (local_name == AttributeNames::name && !namespace_.has_value()) {
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            // 1. If value is oldValue, then return.
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            if (value == old_value)
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                return;
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            // 2. If value is null and oldValue is the empty string, then return.
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            if (!value.has_value() && old_value == DeprecatedString::empty())
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                return;
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            // 3. If value is the empty string and oldValue is null, then return.
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            if (value == DeprecatedString::empty() && !old_value.has_value())
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                return;
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            // 4. If value is null or the empty string, then set element’s name to the empty string.
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            if (!value.has_value())
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                set_slot_name({});
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            // 5. Otherwise, set element’s name to value.
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            else
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                set_slot_name(MUST(String::from_deprecated_string(*value)));
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            // 6. Run assign slottables for a tree with element’s root.
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            DOM::assign_slottables_for_a_tree(root());
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        }
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    });
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}
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HTMLSlotElement::~HTMLSlotElement() = default;
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void HTMLSlotElement::initialize(JS::Realm& realm)
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{
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    Base::initialize(realm);
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    set_prototype(&Bindings::ensure_web_prototype<Bindings::HTMLSlotElementPrototype>(realm, "HTMLSlotElement"));
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}
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void HTMLSlotElement::visit_edges(JS::Cell::Visitor& visitor)
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{
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    Base::visit_edges(visitor);
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    Slot::visit_edges(visitor);
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    for (auto const& node : m_manually_assigned_nodes)
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        node.visit([&](auto const& slottable) { visitor.visit(slottable); });
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}
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// https://html.spec.whatwg.org/multipage/scripting.html#dom-slot-assignednodes
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Vector<JS::Handle<DOM::Node>> HTMLSlotElement::assigned_nodes(AssignedNodesOptions options)
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{
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    // 1. If options["flatten"] is false, then return this's assigned nodes.
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    if (!options.flatten) {
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        Vector<JS::Handle<DOM::Node>> assigned_nodes;
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        assigned_nodes.ensure_capacity(assigned_nodes_internal().size());
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        for (auto const& node : assigned_nodes_internal()) {
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            node.visit([&](auto const& node) {
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                assigned_nodes.unchecked_append(*node);
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            });
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        }
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        return assigned_nodes;
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    }
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    // FIXME: 2. Return the result of finding flattened slottables with this.
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    return {};
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}
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// https://html.spec.whatwg.org/multipage/scripting.html#dom-slot-assignedelements
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Vector<JS::Handle<DOM::Element>> HTMLSlotElement::assigned_elements(AssignedNodesOptions options)
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{
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    // 1. If options["flatten"] is false, then return this's assigned nodes, filtered to contain only Element nodes.
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    if (!options.flatten) {
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        Vector<JS::Handle<DOM::Element>> assigned_nodes;
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        for (auto const& node : assigned_nodes_internal()) {
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            if (auto const* element = node.get_pointer<JS::NonnullGCPtr<DOM::Element>>())
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                assigned_nodes.append(*element);
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        }
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        return assigned_nodes;
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    }
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    // FIXME: 2. Return the result of finding flattened slottables with this, filtered to contain only Element nodes.
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    return {};
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}
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// https://html.spec.whatwg.org/multipage/scripting.html#dom-slot-assign
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void HTMLSlotElement::assign(Vector<SlottableHandle> nodes)
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{
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    // 1. For each node of this's manually assigned nodes, set node's manual slot assignment to null.
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    for (auto& node : m_manually_assigned_nodes) {
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        node.visit([&](auto& node) {
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            node->set_manual_slot_assignment(nullptr);
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        });
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    }
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    // 2. Let nodesSet be a new ordered set.
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    Vector<DOM::Slottable> nodes_set;
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    // 3. For each node of nodes:
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    for (auto& node_handle : nodes) {
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        auto& node = node_handle.visit([](auto& node) -> DOM::SlottableMixin& { return *node; });
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        auto slottable = node_handle.visit([](auto& node) { return node->as_slottable(); });
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        // 1. If node's manual slot assignment refers to a slot, then remove node from that slot's manually assigned nodes.
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        if (node.manual_slot_assignment() != nullptr) {
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            m_manually_assigned_nodes.remove_all_matching([&](auto const& manually_assigned_node) {
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                return slottable == manually_assigned_node;
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            });
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        }
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        // 2. Set node's manual slot assignment to this.
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        node.set_manual_slot_assignment(this);
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        // 3. Append node to nodesSet.
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        nodes_set.append(slottable);
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    }
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    // 4. Set this's manually assigned nodes to nodesSet.
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    m_manually_assigned_nodes = move(nodes_set);
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    // 5. Run assign slottables for a tree for this's root.
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    assign_slottables_for_a_tree(root());
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}
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}
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