
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.
39 lines
1.2 KiB
C++
39 lines
1.2 KiB
C++
/*
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* Copyright (c) 2022, Andreas Kling <kling@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/WebGLContextEventPrototype.h>
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#include <LibWeb/WebGL/WebGLContextEvent.h>
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namespace Web::WebGL {
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JS_DEFINE_ALLOCATOR(WebGLContextEvent);
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JS::NonnullGCPtr<WebGLContextEvent> WebGLContextEvent::create(JS::Realm& realm, FlyString const& event_name, WebGLContextEventInit const& event_init)
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{
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return realm.heap().allocate<WebGLContextEvent>(realm, realm, event_name, event_init);
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}
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WebIDL::ExceptionOr<JS::NonnullGCPtr<WebGLContextEvent>> WebGLContextEvent::construct_impl(JS::Realm& realm, FlyString const& event_name, WebGLContextEventInit const& event_init)
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{
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return create(realm, event_name, event_init);
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}
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WebGLContextEvent::WebGLContextEvent(JS::Realm& realm, FlyString const& type, WebGLContextEventInit const& event_init)
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: DOM::Event(realm, type, event_init)
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, m_status_message(event_init.status_message)
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{
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}
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WebGLContextEvent::~WebGLContextEvent() = default;
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void WebGLContextEvent::initialize(JS::Realm& realm)
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{
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Base::initialize(realm);
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WEB_SET_PROTOTYPE_FOR_INTERFACE(WebGLContextEvent);
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}
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}
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