
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.
72 lines
3.3 KiB
C++
72 lines
3.3 KiB
C++
/*
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* Copyright (c) 2022, Luke Wilde <lukew@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/WebGLRenderingContextPrototype.h>
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#include <LibWeb/DOM/Document.h>
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#include <LibWeb/HTML/HTMLCanvasElement.h>
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#include <LibWeb/WebGL/EventNames.h>
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#include <LibWeb/WebGL/WebGLContextEvent.h>
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#include <LibWeb/WebGL/WebGLRenderingContext.h>
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namespace Web::WebGL {
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JS_DEFINE_ALLOCATOR(WebGLRenderingContext);
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#fire-a-webgl-context-event
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static void fire_webgl_context_event(HTML::HTMLCanvasElement& canvas_element, FlyString const& type)
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{
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// To fire a WebGL context event named e means that an event using the WebGLContextEvent interface, with its type attribute [DOM4] initialized to e, its cancelable attribute initialized to true, and its isTrusted attribute [DOM4] initialized to true, is to be dispatched at the given object.
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// FIXME: Consider setting a status message.
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auto event = WebGLContextEvent::create(canvas_element.realm(), type, WebGLContextEventInit {});
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event->set_is_trusted(true);
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event->set_cancelable(true);
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canvas_element.dispatch_event(*event);
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}
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#fire-a-webgl-context-creation-error
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static void fire_webgl_context_creation_error(HTML::HTMLCanvasElement& canvas_element)
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{
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// 1. Fire a WebGL context event named "webglcontextcreationerror" at canvas, optionally with its statusMessage attribute set to a platform dependent string about the nature of the failure.
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fire_webgl_context_event(canvas_element, EventNames::webglcontextcreationerror);
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}
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JS::ThrowCompletionOr<JS::GCPtr<WebGLRenderingContext>> WebGLRenderingContext::create(JS::Realm& realm, HTML::HTMLCanvasElement& canvas_element, JS::Value options)
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{
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// We should be coming here from getContext being called on a wrapped <canvas> element.
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auto context_attributes = TRY(convert_value_to_context_attributes_dictionary(canvas_element.vm(), options));
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bool created_bitmap = canvas_element.create_bitmap(/* minimum_width= */ 1, /* minimum_height= */ 1);
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if (!created_bitmap) {
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fire_webgl_context_creation_error(canvas_element);
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return JS::GCPtr<WebGLRenderingContext> { nullptr };
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}
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VERIFY(canvas_element.bitmap());
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auto context = OpenGLContext::create(*canvas_element.bitmap());
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if (!context) {
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fire_webgl_context_creation_error(canvas_element);
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return JS::GCPtr<WebGLRenderingContext> { nullptr };
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}
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return realm.heap().allocate<WebGLRenderingContext>(realm, realm, canvas_element, context.release_nonnull(), context_attributes, context_attributes);
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}
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WebGLRenderingContext::WebGLRenderingContext(JS::Realm& realm, HTML::HTMLCanvasElement& canvas_element, NonnullOwnPtr<OpenGLContext> context, WebGLContextAttributes context_creation_parameters, WebGLContextAttributes actual_context_parameters)
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: WebGLRenderingContextBase(realm, canvas_element, move(context), move(context_creation_parameters), move(actual_context_parameters))
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{
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}
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WebGLRenderingContext::~WebGLRenderingContext() = default;
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void WebGLRenderingContext::initialize(JS::Realm& realm)
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{
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Base::initialize(realm);
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WEB_SET_PROTOTYPE_FOR_INTERFACE(WebGLRenderingContext);
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}
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}
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