
This is a continuation of the previous commit. Calling initialize() is the first thing that's done after allocating a cell on the JS heap - and in the common case of allocating an object, that's where properties are assigned and intrinsics occasionally accessed. Since those are supposed to live on the realm eventually, this is another step into that direction.
49 lines
2.2 KiB
C++
49 lines
2.2 KiB
C++
/*
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* Copyright (c) 2020-2021, Linus Groh <linusg@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibJS/Runtime/Error.h>
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#include <LibJS/Runtime/NativeFunction.h>
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namespace JS {
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class ErrorConstructor final : public NativeFunction {
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JS_OBJECT(ErrorConstructor, NativeFunction);
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public:
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explicit ErrorConstructor(Realm&);
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virtual void initialize(Realm&) override;
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virtual ~ErrorConstructor() override = default;
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virtual ThrowCompletionOr<Value> call() override;
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virtual ThrowCompletionOr<Object*> construct(FunctionObject& new_target) override;
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private:
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virtual bool has_constructor() const override { return true; }
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};
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#define DECLARE_NATIVE_ERROR_CONSTRUCTOR(ClassName, snake_name, PrototypeName, ConstructorName) \
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class ConstructorName final : public NativeFunction { \
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JS_OBJECT(ConstructorName, NativeFunction); \
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\
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public: \
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explicit ConstructorName(Realm&); \
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virtual void initialize(Realm&) override; \
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virtual ~ConstructorName() override; \
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virtual ThrowCompletionOr<Value> call() override; \
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virtual ThrowCompletionOr<Object*> construct(FunctionObject& new_target) override; \
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\
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private: \
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virtual bool has_constructor() const override { return true; } \
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};
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#define __JS_ENUMERATE(ClassName, snake_name, PrototypeName, ConstructorName, ArrayType) \
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DECLARE_NATIVE_ERROR_CONSTRUCTOR(ClassName, snake_name, PrototypeName, ConstructorName)
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JS_ENUMERATE_NATIVE_ERRORS
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#undef __JS_ENUMERATE
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}
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