
This is a continuation of the previous two commits. As allocating a JS cell already primarily involves a realm instead of a global object, and we'll need to pass one to the allocate() function itself eventually (it's bridged via the global object right now), the create() functions need to receive a realm as well. The plan is for this to be the highest-level function that actually receives a realm and passes it around, AOs on an even higher level will use the "current realm" concept via VM::current_realm() as that's what the spec assumes; passing around realms (or global objects, for that matter) on higher AO levels is pointless and unlike for allocating individual objects, which may happen outside of regular JS execution, we don't need control over the specific realm that is being used there.
44 lines
1.7 KiB
C++
44 lines
1.7 KiB
C++
/*
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* Copyright (c) 2020, Jack Karamanian <karamanian.jack@gmail.com>
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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/Completion.h>
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#include <LibJS/Runtime/FunctionObject.h>
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namespace JS {
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class BoundFunction final : public FunctionObject {
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JS_OBJECT(BoundFunction, FunctionObject);
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public:
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static ThrowCompletionOr<BoundFunction*> create(Realm&, FunctionObject& target_function, Value bound_this, Vector<Value> bound_arguments);
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BoundFunction(Realm&, FunctionObject& target_function, Value bound_this, Vector<Value> bound_arguments, Object* prototype);
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virtual ~BoundFunction() 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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virtual FlyString const& name() const override { return m_name; }
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virtual bool is_strict_mode() const override { return m_bound_target_function->is_strict_mode(); }
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virtual bool has_constructor() const override { return m_bound_target_function->has_constructor(); }
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FunctionObject& bound_target_function() const { return *m_bound_target_function; }
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Value bound_this() const { return m_bound_this; }
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Vector<Value> const& bound_arguments() const { return m_bound_arguments; }
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private:
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virtual void visit_edges(Visitor&) override;
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FunctionObject* m_bound_target_function { nullptr }; // [[BoundTargetFunction]]
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Value m_bound_this; // [[BoundThis]]
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Vector<Value> m_bound_arguments; // [[BoundArguments]]
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FlyString m_name;
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};
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}
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