HTMLSlotElement.cpp 5.2 KB

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  1. /*
  2. * Copyright (c) 2020, the SerenityOS developers.
  3. * Copyright (c) 2023, Tim Flynn <trflynn89@serenityos.org>
  4. *
  5. * SPDX-License-Identifier: BSD-2-Clause
  6. */
  7. #include <LibWeb/Bindings/Intrinsics.h>
  8. #include <LibWeb/DOM/Element.h>
  9. #include <LibWeb/DOM/Text.h>
  10. #include <LibWeb/HTML/HTMLSlotElement.h>
  11. namespace Web::HTML {
  12. JS_DEFINE_ALLOCATOR(HTMLSlotElement);
  13. HTMLSlotElement::HTMLSlotElement(DOM::Document& document, DOM::QualifiedName qualified_name)
  14. : HTMLElement(document, move(qualified_name))
  15. {
  16. // https://dom.spec.whatwg.org/#ref-for-concept-element-attributes-change-ext
  17. add_attribute_change_steps([this](auto const& local_name, auto const& old_value, auto const& value, auto const& namespace_) {
  18. // 1. If element is a slot, localName is name, and namespace is null, then:
  19. if (local_name == AttributeNames::name && !namespace_.has_value()) {
  20. // 1. If value is oldValue, then return.
  21. if (value == old_value)
  22. return;
  23. // 2. If value is null and oldValue is the empty string, then return.
  24. if (!value.has_value() && old_value == String {})
  25. return;
  26. // 3. If value is the empty string and oldValue is null, then return.
  27. if (value == String {} && !old_value.has_value())
  28. return;
  29. // 4. If value is null or the empty string, then set element’s name to the empty string.
  30. if (!value.has_value())
  31. set_slot_name({});
  32. // 5. Otherwise, set element’s name to value.
  33. else
  34. set_slot_name(*value);
  35. // 6. Run assign slottables for a tree with element’s root.
  36. DOM::assign_slottables_for_a_tree(root());
  37. }
  38. });
  39. }
  40. HTMLSlotElement::~HTMLSlotElement() = default;
  41. void HTMLSlotElement::initialize(JS::Realm& realm)
  42. {
  43. Base::initialize(realm);
  44. set_prototype(&Bindings::ensure_web_prototype<Bindings::HTMLSlotElementPrototype>(realm, "HTMLSlotElement"));
  45. }
  46. void HTMLSlotElement::visit_edges(JS::Cell::Visitor& visitor)
  47. {
  48. Base::visit_edges(visitor);
  49. Slot::visit_edges(visitor);
  50. for (auto const& node : m_manually_assigned_nodes)
  51. node.visit([&](auto const& slottable) { visitor.visit(slottable); });
  52. }
  53. // https://html.spec.whatwg.org/multipage/scripting.html#dom-slot-assignednodes
  54. Vector<JS::Handle<DOM::Node>> HTMLSlotElement::assigned_nodes(AssignedNodesOptions options)
  55. {
  56. // 1. If options["flatten"] is false, then return this's assigned nodes.
  57. if (!options.flatten) {
  58. Vector<JS::Handle<DOM::Node>> assigned_nodes;
  59. assigned_nodes.ensure_capacity(assigned_nodes_internal().size());
  60. for (auto const& node : assigned_nodes_internal()) {
  61. node.visit([&](auto const& node) {
  62. assigned_nodes.unchecked_append(*node);
  63. });
  64. }
  65. return assigned_nodes;
  66. }
  67. // FIXME: 2. Return the result of finding flattened slottables with this.
  68. return {};
  69. }
  70. // https://html.spec.whatwg.org/multipage/scripting.html#dom-slot-assignedelements
  71. Vector<JS::Handle<DOM::Element>> HTMLSlotElement::assigned_elements(AssignedNodesOptions options)
  72. {
  73. // 1. If options["flatten"] is false, then return this's assigned nodes, filtered to contain only Element nodes.
  74. if (!options.flatten) {
  75. Vector<JS::Handle<DOM::Element>> assigned_nodes;
  76. for (auto const& node : assigned_nodes_internal()) {
  77. if (auto const* element = node.get_pointer<JS::NonnullGCPtr<DOM::Element>>())
  78. assigned_nodes.append(*element);
  79. }
  80. return assigned_nodes;
  81. }
  82. // FIXME: 2. Return the result of finding flattened slottables with this, filtered to contain only Element nodes.
  83. return {};
  84. }
  85. // https://html.spec.whatwg.org/multipage/scripting.html#dom-slot-assign
  86. void HTMLSlotElement::assign(Vector<SlottableHandle> nodes)
  87. {
  88. // 1. For each node of this's manually assigned nodes, set node's manual slot assignment to null.
  89. for (auto& node : m_manually_assigned_nodes) {
  90. node.visit([&](auto& node) {
  91. node->set_manual_slot_assignment(nullptr);
  92. });
  93. }
  94. // 2. Let nodesSet be a new ordered set.
  95. Vector<DOM::Slottable> nodes_set;
  96. // 3. For each node of nodes:
  97. for (auto& node_handle : nodes) {
  98. auto& node = node_handle.visit([](auto& node) -> DOM::SlottableMixin& { return *node; });
  99. auto slottable = node_handle.visit([](auto& node) { return node->as_slottable(); });
  100. // 1. If node's manual slot assignment refers to a slot, then remove node from that slot's manually assigned nodes.
  101. if (node.manual_slot_assignment() != nullptr) {
  102. m_manually_assigned_nodes.remove_all_matching([&](auto const& manually_assigned_node) {
  103. return slottable == manually_assigned_node;
  104. });
  105. }
  106. // 2. Set node's manual slot assignment to this.
  107. node.set_manual_slot_assignment(this);
  108. // 3. Append node to nodesSet.
  109. nodes_set.append(slottable);
  110. }
  111. // 4. Set this's manually assigned nodes to nodesSet.
  112. m_manually_assigned_nodes = move(nodes_set);
  113. // 5. Run assign slottables for a tree for this's root.
  114. assign_slottables_for_a_tree(root());
  115. }
  116. }