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LibJS+LibWeb: Use realm.create<T> instead of heap.allocate<T>
The main motivation behind this is to remove JS specifics of the Realm from the implementation of the Heap. As a side effect of this change, this is a bit nicer to read than the previous approach, and in my opinion, also makes it a little more clear that this method is specific to a JavaScript Realm.
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@@ -25,21 +25,21 @@ WebIDL::ExceptionOr<JS::NonnullGCPtr<CanvasGradient>> CanvasGradient::create_rad
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return WebIDL::IndexSizeError::create(realm, "The r1 passed is less than 0"_string);
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auto radial_gradient = TRY_OR_THROW_OOM(realm.vm(), Gfx::CanvasRadialGradientPaintStyle::create(Gfx::FloatPoint { x0, y0 }, r0, Gfx::FloatPoint { x1, y1 }, r1));
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return realm.heap().allocate<CanvasGradient>(realm, realm, *radial_gradient);
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return realm.create<CanvasGradient>(realm, *radial_gradient);
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}
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// https://html.spec.whatwg.org/multipage/canvas.html#dom-context-2d-createlineargradient
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WebIDL::ExceptionOr<JS::NonnullGCPtr<CanvasGradient>> CanvasGradient::create_linear(JS::Realm& realm, double x0, double y0, double x1, double y1)
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{
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auto linear_gradient = TRY_OR_THROW_OOM(realm.vm(), Gfx::CanvasLinearGradientPaintStyle::create(Gfx::FloatPoint { x0, y0 }, Gfx::FloatPoint { x1, y1 }));
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return realm.heap().allocate<CanvasGradient>(realm, realm, *linear_gradient);
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return realm.create<CanvasGradient>(realm, *linear_gradient);
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}
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// https://html.spec.whatwg.org/multipage/canvas.html#dom-context-2d-createconicgradient
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WebIDL::ExceptionOr<JS::NonnullGCPtr<CanvasGradient>> CanvasGradient::create_conic(JS::Realm& realm, double start_angle, double x, double y)
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{
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auto conic_gradient = TRY_OR_THROW_OOM(realm.vm(), Gfx::CanvasConicGradientPaintStyle::create(Gfx::FloatPoint { x, y }, start_angle));
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return realm.heap().allocate<CanvasGradient>(realm, realm, *conic_gradient);
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return realm.create<CanvasGradient>(realm, *conic_gradient);
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}
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CanvasGradient::CanvasGradient(JS::Realm& realm, Gfx::GradientPaintStyle& gradient)
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