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LibWeb+LibJS: Make the EventTarget hierarchy (incl. DOM) GC-allocated
This is a monster patch that turns all EventTargets into GC-allocated PlatformObjects. Their C++ wrapper classes are removed, and the LibJS garbage collector is now responsible for their lifetimes. There's a fair amount of hacks and band-aids in this patch, and we'll have a lot of cleanup to do after this.
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445 changed files with 4797 additions and 4268 deletions
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@ -5,10 +5,9 @@
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*/
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#include <LibWeb/Bindings/HTMLImageElementPrototype.h>
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#include <LibWeb/Bindings/HTMLImageElementWrapper.h>
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#include <LibWeb/Bindings/ImageConstructor.h>
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#include <LibWeb/Bindings/NodeWrapperFactory.h>
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#include <LibWeb/DOM/ElementFactory.h>
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#include <LibWeb/HTML/Scripting/Environments.h>
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#include <LibWeb/HTML/Window.h>
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#include <LibWeb/Namespace.h>
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@ -22,7 +21,7 @@ ImageConstructor::ImageConstructor(JS::Realm& realm)
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void ImageConstructor::initialize(JS::Realm& realm)
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{
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auto& vm = this->vm();
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auto& window = static_cast<WindowObject&>(realm.global_object());
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auto& window = verify_cast<HTML::Window>(realm.global_object());
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NativeFunction::initialize(realm);
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define_direct_property(vm.names.prototype, &window.ensure_web_prototype<HTMLImageElementPrototype>("HTMLImageElement"), 0);
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@ -38,11 +37,10 @@ JS::ThrowCompletionOr<JS::Value> ImageConstructor::call()
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JS::ThrowCompletionOr<JS::Object*> ImageConstructor::construct(FunctionObject&)
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{
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auto& vm = this->vm();
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auto& realm = *vm.current_realm();
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// 1. Let document be the current global object's associated Document.
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auto& window = static_cast<WindowObject&>(HTML::current_global_object());
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auto& document = window.impl().associated_document();
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auto& window = verify_cast<HTML::Window>(HTML::current_global_object());
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auto& document = window.associated_document();
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// 2. Let img be the result of creating an element given document, img, and the HTML namespace.
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auto image_element = DOM::create_element(document, HTML::TagNames::img, Namespace::HTML);
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@ -60,7 +58,7 @@ JS::ThrowCompletionOr<JS::Object*> ImageConstructor::construct(FunctionObject&)
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}
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// 5. Return img.
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return wrap(realm, image_element);
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return image_element.ptr();
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}
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}
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