
No functional changes - we can still very easily get to the global object via `Realm::global_object()`. This is in preparation of moving the intrinsics to the realm and no longer having to pass a global object when allocating any object. In a few (now, and many more in subsequent commits) places we get a realm using `GlobalObject::associated_realm()`, this is intended to be temporary. For example, create() functions will later receive the same treatment and are passed a realm instead of a global object.
42 lines
1.3 KiB
C++
42 lines
1.3 KiB
C++
/*
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* Copyright (c) 2021, 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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#pragma once
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#include <LibJS/Runtime/Completion.h>
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#include <LibJS/Runtime/Environment.h>
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#include <LibJS/Runtime/Object.h>
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namespace JS {
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class ArgumentsObject final : public Object {
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JS_OBJECT(ArgumentsObject, Object);
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public:
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ArgumentsObject(Realm&, Environment&);
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virtual void initialize(GlobalObject&) override;
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virtual ~ArgumentsObject() override = default;
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Environment& environment() { return m_environment; }
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virtual ThrowCompletionOr<Optional<PropertyDescriptor>> internal_get_own_property(PropertyKey const&) const override;
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virtual ThrowCompletionOr<bool> internal_define_own_property(PropertyKey const&, PropertyDescriptor const&) override;
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virtual ThrowCompletionOr<Value> internal_get(PropertyKey const&, Value receiver) const override;
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virtual ThrowCompletionOr<bool> internal_set(PropertyKey const&, Value value, Value receiver) override;
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virtual ThrowCompletionOr<bool> internal_delete(PropertyKey const&) override;
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// [[ParameterMap]]
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Object& parameter_map() { return *m_parameter_map; }
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private:
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virtual void visit_edges(Cell::Visitor&) override;
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Environment& m_environment;
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Object* m_parameter_map { nullptr };
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};
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}
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