
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.
63 lines
2.7 KiB
C++
63 lines
2.7 KiB
C++
/*
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* Copyright (c) 2020, 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/Badge.h>
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#include <AK/Function.h>
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#include <AK/Optional.h>
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#include <LibJS/Runtime/Completion.h>
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#include <LibJS/Runtime/FunctionObject.h>
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#include <LibJS/Runtime/PropertyKey.h>
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namespace JS {
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class NativeFunction : public FunctionObject {
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JS_OBJECT(NativeFunction, FunctionObject);
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public:
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static NativeFunction* create(GlobalObject&, Function<ThrowCompletionOr<Value>(VM&, GlobalObject&)> behaviour, i32 length, PropertyKey const& name, Optional<Realm*> = {}, Optional<Object*> prototype = {}, Optional<StringView> const& prefix = {});
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static NativeFunction* create(GlobalObject&, FlyString const& name, Function<ThrowCompletionOr<Value>(VM&, GlobalObject&)>);
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NativeFunction(Function<ThrowCompletionOr<Value>(VM&, GlobalObject&)>, Object* prototype, Realm& realm);
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NativeFunction(FlyString name, Function<ThrowCompletionOr<Value>(VM&, GlobalObject&)>, Object& prototype);
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virtual void initialize(Realm&) override { }
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virtual ~NativeFunction() override = default;
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virtual ThrowCompletionOr<Value> internal_call(Value this_argument, MarkedVector<Value> arguments_list) override;
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virtual ThrowCompletionOr<Object*> internal_construct(MarkedVector<Value> arguments_list, FunctionObject& new_target) override;
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// Used for [[Call]] / [[Construct]]'s "...result of evaluating F in a manner that conforms to the specification of F".
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// Needs to be overridden by all NativeFunctions without an m_native_function.
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virtual ThrowCompletionOr<Value> call();
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virtual ThrowCompletionOr<Object*> construct(FunctionObject& new_target);
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virtual FlyString const& name() const override { return m_name; };
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virtual bool is_strict_mode() const override;
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virtual bool has_constructor() const override { return false; }
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virtual Realm* realm() const override { return m_realm; }
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Optional<FlyString> const& initial_name() const { return m_initial_name; }
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void set_initial_name(Badge<FunctionObject>, FlyString initial_name) { m_initial_name = move(initial_name); }
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protected:
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NativeFunction(FlyString name, Object& prototype);
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explicit NativeFunction(Object& prototype);
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private:
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virtual bool is_native_function() const final { return true; }
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FlyString m_name;
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Optional<FlyString> m_initial_name; // [[InitialName]]
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Function<ThrowCompletionOr<Value>(VM&, GlobalObject&)> m_native_function;
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Realm* m_realm { nullptr };
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};
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template<>
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inline bool Object::fast_is<NativeFunction>() const { return is_native_function(); }
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}
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