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	This was resulting in a whole lot of rebuilding whenever a new IDL interface was added. Instead, just directly include the prototype in every C++ file which needs it. While we only really need a forward declaration in each cpp file; including the full prototype header (which itself only includes LibJS/Object.h, which is already transitively brought in by PlatformObject) - it seems like a small price to pay compared to what feels like a full rebuild of LibWeb whenever a new IDL file is added. Given all of these includes are only needed for the ::initialize method, there is probably a smart way of avoiding this problem altogether. I've considered both using some macro trickery or generating these functions somehow instead.
		
			
				
	
	
		
			39 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * Copyright (c) 2024, Matthew Olsson <mattco@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/AnimationEventPrototype.h>
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/CSS/AnimationEvent.h>
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namespace Web::CSS {
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JS_DEFINE_ALLOCATOR(AnimationEvent);
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JS::NonnullGCPtr<AnimationEvent> AnimationEvent::create(JS::Realm& realm, FlyString const& type, AnimationEventInit const& event_init)
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{
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    return realm.heap().allocate<AnimationEvent>(realm, realm, type, event_init);
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}
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WebIDL::ExceptionOr<JS::NonnullGCPtr<AnimationEvent>> AnimationEvent::construct_impl(JS::Realm& realm, FlyString const& type, AnimationEventInit const& event_init)
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{
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    return create(realm, type, event_init);
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}
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AnimationEvent::AnimationEvent(JS::Realm& realm, FlyString const& type, AnimationEventInit const& event_init)
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    : DOM::Event(realm, type, event_init)
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    , m_animation_name(event_init.animation_name)
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    , m_elapsed_time(event_init.elapsed_time)
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    , m_pseudo_element(event_init.pseudo_element)
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{
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}
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void AnimationEvent::initialize(JS::Realm& realm)
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{
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    Base::initialize(realm);
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    WEB_SET_PROTOTYPE_FOR_INTERFACE(AnimationEvent);
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}
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}
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