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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.
		
			
				
	
	
		
			88 lines
		
	
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			88 lines
		
	
	
	
		
			3.3 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/Animations/KeyframeEffect.h>
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#include <LibWeb/Bindings/CSSAnimationPrototype.h>
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/CSS/CSSAnimation.h>
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#include <LibWeb/DOM/Element.h>
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namespace Web::CSS {
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JS_DEFINE_ALLOCATOR(CSSAnimation);
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JS::NonnullGCPtr<CSSAnimation> CSSAnimation::create(JS::Realm& realm)
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{
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    return realm.heap().allocate<CSSAnimation>(realm, realm);
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}
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// https://www.w3.org/TR/css-animations-2/#animation-composite-order
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Optional<int> CSSAnimation::class_specific_composite_order(JS::NonnullGCPtr<Animations::Animation> other_animation) const
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{
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    auto other = JS::NonnullGCPtr { verify_cast<CSSAnimation>(*other_animation) };
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    // The existance of an owning element determines the animation class, so both animations should have their owning
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    // element in the same state
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    VERIFY(!m_owning_element == !other->m_owning_element);
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    // Within the set of CSS Animations with an owning element, two animations A and B are sorted in composite order
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    // (first to last) as follows:
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    if (m_owning_element) {
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        // 1. If the owning element of A and B differs, sort A and B by tree order of their corresponding owning elements.
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        //    With regard to pseudo-elements, the sort order is as follows:
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        //    - element
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        //    - ::marker
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        //    - ::before
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        //    - any other pseudo-elements not mentioned specifically in this list, sorted in ascending order by the Unicode
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        //      codepoints that make up each selector
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        //    - ::after
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        //    - element children
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        if (m_owning_element.ptr() != other->m_owning_element.ptr()) {
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            // FIXME: Sort by tree order
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            return {};
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        }
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        // 2. Otherwise, sort A and B based on their position in the computed value of the animation-name property of the
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        //    (common) owning element.
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        // FIXME: Do this when animation-name supports multiple values
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        return {};
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    }
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    // The composite order of CSS Animations without an owning element is based on their position in the global animation list.
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    return global_animation_list_order() - other->global_animation_list_order();
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}
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Animations::AnimationClass CSSAnimation::animation_class() const
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{
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    if (m_owning_element)
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        return Animations::AnimationClass::CSSAnimationWithOwningElement;
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    return Animations::AnimationClass::CSSAnimationWithoutOwningElement;
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}
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CSSAnimation::CSSAnimation(JS::Realm& realm)
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    : Animations::Animation(realm)
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{
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    // FIXME:
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    // CSS Animations generated using the markup defined in this specification are not added to the global animation
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    // list when they are created. Instead, these animations are appended to the global animation list at the first
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    // moment when they transition out of the idle play state after being disassociated from their owning element. CSS
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    // Animations that have been disassociated from their owning element but are still idle do not have a defined
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    // composite order.
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}
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void CSSAnimation::initialize(JS::Realm& realm)
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{
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    Base::initialize(realm);
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    WEB_SET_PROTOTYPE_FOR_INTERFACE(CSSAnimation);
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}
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void CSSAnimation::visit_edges(Cell::Visitor& visitor)
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{
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    Base::visit_edges(visitor);
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    visitor.visit(m_owning_element);
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}
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}
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