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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.
53 lines
1.5 KiB
C++
53 lines
1.5 KiB
C++
/*
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* Copyright (c) 2024, Jamie Mansfield <jmansfield@cadixdev.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/InputEventPrototype.h>
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/UIEvents/InputEvent.h>
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namespace Web::UIEvents {
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JS_DEFINE_ALLOCATOR(InputEvent);
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JS::NonnullGCPtr<InputEvent> InputEvent::create_from_platform_event(JS::Realm& realm, FlyString const& event_name, InputEventInit const& event_init)
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{
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auto event = realm.create<InputEvent>(realm, event_name, event_init);
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event->set_bubbles(true);
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if (event_name == "beforeinput"_fly_string) {
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event->set_cancelable(true);
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}
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return event;
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}
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WebIDL::ExceptionOr<JS::NonnullGCPtr<InputEvent>> InputEvent::construct_impl(JS::Realm& realm, FlyString const& event_name, InputEventInit const& event_init)
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{
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return realm.create<InputEvent>(realm, event_name, event_init);
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}
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InputEvent::InputEvent(JS::Realm& realm, FlyString const& event_name, InputEventInit const& event_init)
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: UIEvent(realm, event_name, event_init)
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, m_data(event_init.data)
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, m_is_composing(event_init.is_composing)
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, m_input_type(event_init.input_type)
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{
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}
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InputEvent::~InputEvent() = default;
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void InputEvent::initialize(JS::Realm& realm)
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{
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Base::initialize(realm);
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WEB_SET_PROTOTYPE_FOR_INTERFACE(InputEvent);
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}
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Vector<DOM::StaticRange> InputEvent::get_target_ranges() const
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{
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dbgln("FIXME: Implement InputEvent::get_target_ranges()");
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return {};
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}
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}
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