
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.
50 lines
1.6 KiB
C++
50 lines
1.6 KiB
C++
/*
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* Copyright (c) 2020-2021, Andreas Kling <kling@serenityos.org>
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* Copyright (c) 2021-2022, 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 <AK/Optional.h>
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#include <AK/StringView.h>
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#include <LibJS/Runtime/Object.h>
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#include <LibJS/Runtime/PrivateEnvironment.h>
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#include <LibJS/Runtime/PropertyKey.h>
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namespace JS {
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class FunctionObject : public Object {
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JS_OBJECT(Function, Object);
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public:
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virtual ~FunctionObject() = default;
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virtual void initialize(Realm&) override { }
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// Table 7: Additional Essential Internal Methods of Function Objects, https://tc39.es/ecma262/#table-additional-essential-internal-methods-of-function-objects
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virtual ThrowCompletionOr<Value> internal_call(Value this_argument, MarkedVector<Value> arguments_list) = 0;
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virtual ThrowCompletionOr<Object*> internal_construct([[maybe_unused]] MarkedVector<Value> arguments_list, [[maybe_unused]] FunctionObject& new_target) { VERIFY_NOT_REACHED(); }
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virtual FlyString const& name() const = 0;
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void set_function_name(Variant<PropertyKey, PrivateName> const& name_arg, Optional<StringView> const& prefix = {});
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void set_function_length(double length);
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virtual bool is_strict_mode() const { return false; }
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virtual bool has_constructor() const { return false; }
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// [[Realm]]
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virtual Realm* realm() const { return nullptr; }
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protected:
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explicit FunctionObject(Realm&, Object* prototype);
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explicit FunctionObject(Object& prototype);
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private:
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virtual bool is_function() const override { return true; }
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};
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}
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