
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
1.8 KiB
C++
42 lines
1.8 KiB
C++
/*
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* Copyright (c) 2022, David Tuin <davidot@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/Module.h>
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#include <LibJS/Runtime/Completion.h>
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#include <LibJS/Runtime/Object.h>
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namespace JS {
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class ModuleNamespaceObject final : public Object {
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JS_OBJECT(ModuleNamespaceObject, Object);
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public:
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ModuleNamespaceObject(Realm&, Module* module, Vector<FlyString> exports);
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// 10.4.6 Module Namespace Exotic Objects, https://tc39.es/ecma262/#sec-module-namespace-exotic-objects
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virtual ThrowCompletionOr<Object*> internal_get_prototype_of() const override;
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virtual ThrowCompletionOr<bool> internal_set_prototype_of(Object* prototype) override;
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virtual ThrowCompletionOr<bool> internal_is_extensible() const override;
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virtual ThrowCompletionOr<bool> internal_prevent_extensions() override;
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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<bool> internal_has_property(PropertyKey const&) 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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virtual ThrowCompletionOr<MarkedVector<Value>> internal_own_property_keys() const override;
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virtual void initialize(GlobalObject& object) override;
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private:
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// FIXME: UHHH how do we want to store this to avoid cycles but be safe??
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Module* m_module; // [[Module]]
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Vector<FlyString> m_exports; // [[Exports]]
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};
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}
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