
This was resulting in a whole lot of rebuilding whenever a new IDL interface was added. Instead, just directly include the prototype in every C++ file which needs it. While we only really need a forward declaration in each cpp file; including the full prototype header (which itself only includes LibJS/Object.h, which is already transitively brought in by PlatformObject) - it seems like a small price to pay compared to what feels like a full rebuild of LibWeb whenever a new IDL file is added. Given all of these includes are only needed for the ::initialize method, there is probably a smart way of avoiding this problem altogether. I've considered both using some macro trickery or generating these functions somehow instead.
43 lines
1.1 KiB
C++
43 lines
1.1 KiB
C++
/*
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* Copyright (c) 2024, Matthew Olsson <mattco@serenityos.org>.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibWeb/Bindings/InternalAnimationTimelinePrototype.h>
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/DOM/Document.h>
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#include <LibWeb/HTML/Window.h>
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#include <LibWeb/Internals/InternalAnimationTimeline.h>
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namespace Web::Internals {
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JS_DEFINE_ALLOCATOR(InternalAnimationTimeline);
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void InternalAnimationTimeline::set_current_time(Optional<double> current_time)
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{
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// Do nothing
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(void)current_time;
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}
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void InternalAnimationTimeline::set_time(Optional<double> time)
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{
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Base::set_current_time(time);
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}
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InternalAnimationTimeline::InternalAnimationTimeline(JS::Realm& realm)
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: AnimationTimeline(realm)
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{
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m_current_time = 0.0;
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auto& document = static_cast<HTML::Window&>(global_object()).associated_document();
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document.associate_with_timeline(*this);
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}
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void InternalAnimationTimeline::initialize(JS::Realm& realm)
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{
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Base::initialize(realm);
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WEB_SET_PROTOTYPE_FOR_INTERFACE(InternalAnimationTimeline);
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}
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}
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