
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.
36 lines
1.1 KiB
C++
36 lines
1.1 KiB
C++
/*
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* Copyright (c) 2021, Ali Mohammad Pur <mpfard@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/Bytecode/Interpreter.h>
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#include <LibJS/Runtime/ECMAScriptFunctionObject.h>
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#include <LibJS/Runtime/Object.h>
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namespace JS {
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class GeneratorObject final : public Object {
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JS_OBJECT(GeneratorObject, Object);
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public:
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static ThrowCompletionOr<GeneratorObject*> create(GlobalObject&, Value, ECMAScriptFunctionObject*, ExecutionContext, Bytecode::RegisterWindow);
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GeneratorObject(Realm&, Object& prototype, ExecutionContext);
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virtual void initialize(Realm&) override;
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virtual ~GeneratorObject() override = default;
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void visit_edges(Cell::Visitor&) override;
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ThrowCompletionOr<Value> next_impl(VM&, GlobalObject&, Optional<Value> next_argument, Optional<Value> value_to_throw);
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void set_done() { m_done = true; }
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private:
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ExecutionContext m_execution_context;
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ECMAScriptFunctionObject* m_generating_function { nullptr };
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Value m_previous_value;
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Optional<Bytecode::RegisterWindow> m_frame;
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bool m_done { false };
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};
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}
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