
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.
44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
/*
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* Copyright (c) 2022, Tim Flynn <trflynn89@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/Intrinsics.h>
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#include <LibWeb/Bindings/SVGAnimatedLengthPrototype.h>
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#include <LibWeb/SVG/SVGAnimatedLength.h>
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namespace Web::SVG {
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JS_DEFINE_ALLOCATOR(SVGAnimatedLength);
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JS::NonnullGCPtr<SVGAnimatedLength> SVGAnimatedLength::create(JS::Realm& realm, JS::NonnullGCPtr<SVGLength> base_val, JS::NonnullGCPtr<SVGLength> anim_val)
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{
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return realm.heap().allocate<SVGAnimatedLength>(realm, realm, move(base_val), move(anim_val));
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}
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SVGAnimatedLength::SVGAnimatedLength(JS::Realm& realm, JS::NonnullGCPtr<SVGLength> base_val, JS::NonnullGCPtr<SVGLength> anim_val)
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: PlatformObject(realm)
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, m_base_val(move(base_val))
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, m_anim_val(move(anim_val))
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{
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// The object referenced by animVal will always be distinct from the one referenced by baseVal, even when the attribute is not animated.
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VERIFY(m_base_val.ptr() != m_anim_val.ptr());
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}
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SVGAnimatedLength::~SVGAnimatedLength() = default;
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void SVGAnimatedLength::initialize(JS::Realm& realm)
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{
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Base::initialize(realm);
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WEB_SET_PROTOTYPE_FOR_INTERFACE(SVGAnimatedLength);
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}
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void SVGAnimatedLength::visit_edges(Cell::Visitor& visitor)
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{
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Base::visit_edges(visitor);
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visitor.visit(m_base_val);
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visitor.visit(m_anim_val);
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}
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}
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