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LibWeb: Implement manual slottable assignment

This implements manual slottable assignment by way of HTMLSlotElement's
`assign` API. This includes all of the slottable-related AOs needed to
perform the assignment.
This commit is contained in:
Timothy Flynn 2023-09-05 15:05:46 -04:00 committed by Andreas Kling
parent 7870f10aa8
commit e9da74ebe0
5 changed files with 254 additions and 1 deletions

View file

@ -29,4 +29,154 @@ JS::GCPtr<HTML::HTMLSlotElement> SlottableMixin::assigned_slot()
return nullptr;
}
JS::GCPtr<HTML::HTMLSlotElement> assigned_slot_for_node(JS::NonnullGCPtr<Node> node)
{
if (!node->is_slottable())
return nullptr;
return node->as_slottable().visit([](auto const& slottable) {
return slottable->assigned_slot_internal();
});
}
// https://dom.spec.whatwg.org/#slotable-assigned
bool is_an_assigned_slottable(JS::NonnullGCPtr<Node> node)
{
if (!node->is_slottable())
return false;
// A slottable is assigned if its assigned slot is non-null.
return assigned_slot_for_node(node) != nullptr;
}
// https://dom.spec.whatwg.org/#find-a-slot
JS::GCPtr<HTML::HTMLSlotElement> find_a_slot(Slottable const& slottable, OpenFlag open_flag)
{
// 1. If slottables parent is null, then return null.
auto* parent = slottable.visit([](auto& node) { return node->parent_element(); });
if (!parent)
return nullptr;
// 2. Let shadow be slottables parents shadow root.
auto* shadow = parent->shadow_root_internal();
// 3. If shadow is null, then return null.
if (shadow == nullptr)
return nullptr;
// 4. If the open flag is set and shadows mode is not "open", then return null.
if (open_flag == OpenFlag::Set && shadow->mode() != Bindings::ShadowRootMode::Open)
return nullptr;
// 5. If shadows slot assignment is "manual", then return the slot in shadows descendants whose manually assigned
// nodes contains slottable, if any; otherwise null.
if (shadow->slot_assignment() == Bindings::SlotAssignmentMode::Manual) {
JS::GCPtr<HTML::HTMLSlotElement> slot;
shadow->for_each_in_subtree_of_type<HTML::HTMLSlotElement>([&](auto& child) {
if (!child.manually_assigned_nodes().contains_slow(slottable))
return IterationDecision::Continue;
slot = child;
return IterationDecision::Break;
});
return slot;
}
// FIXME: 6. Return the first slot in tree order in shadows descendants whose name is slottables name, if any; otherwise null.
return nullptr;
}
// https://dom.spec.whatwg.org/#find-slotables
Vector<Slottable> find_slottables(JS::NonnullGCPtr<HTML::HTMLSlotElement> slot)
{
// 1. Let result be an empty list.
Vector<Slottable> result;
// 2. Let root be slots root.
auto& root = slot->root();
// 3. If root is not a shadow root, then return result.
if (!root.is_shadow_root())
return result;
// 4. Let host be roots host.
auto& shadow_root = static_cast<ShadowRoot&>(root);
auto* host = shadow_root.host();
// 5. If roots slot assignment is "manual", then:
if (shadow_root.slot_assignment() == Bindings::SlotAssignmentMode::Manual) {
// 1. Let result be « ».
// 2. For each slottable slottable of slots manually assigned nodes, if slottables parent is host, append slottable to result.
for (auto const& slottable : slot->manually_assigned_nodes()) {
auto const* parent = slottable.visit([](auto const& node) { return node->parent(); });
if (parent == host)
result.append(slottable);
}
}
// 6. Otherwise, for each slottable child slottable of host, in tree order:
else {
// FIXME: 1. Let foundSlot be the result of finding a slot given slottable.
// FIXME: 2. If foundSlot is slot, then append slottable to result.
}
// 7. Return result.
return result;
}
// https://dom.spec.whatwg.org/#assign-slotables
void assign_slottables(JS::NonnullGCPtr<HTML::HTMLSlotElement> slot)
{
// 1. Let slottables be the result of finding slottables for slot.
auto slottables = find_slottables(slot);
// 2. If slottables and slots assigned nodes are not identical, then run signal a slot change for slot.
if (slottables != slot->assigned_nodes_internal())
signal_a_slot_change(slot);
// 4. For each slottable in slottables, set slottables assigned slot to slot.
for (auto& slottable : slottables) {
slottable.visit([&](auto& node) {
node->set_assigned_slot(slot);
});
}
// 3. Set slots assigned nodes to slottables.
// NOTE: We do this step last so that we can move the slottables list.
slot->set_assigned_nodes(move(slottables));
}
// https://dom.spec.whatwg.org/#assign-slotables-for-a-tree
void assign_slottables_for_a_tree(JS::NonnullGCPtr<Node> root)
{
// To assign slottables for a tree, given a node root, run assign slottables for each slot slot in roots inclusive
// descendants, in tree order.
root->for_each_in_inclusive_subtree_of_type<HTML::HTMLSlotElement>([](auto& slot) {
assign_slottables(slot);
return IterationDecision::Continue;
});
}
// https://dom.spec.whatwg.org/#assign-a-slot
void assign_a_slot(Slottable const& slottable)
{
// 1. Let slot be the result of finding a slot with slottable.
auto slot = find_a_slot(slottable);
// 2. If slot is non-null, then run assign slottables for slot.
if (slot != nullptr)
assign_slottables(*slot);
}
// https://dom.spec.whatwg.org/#signal-a-slot-change
void signal_a_slot_change(JS::NonnullGCPtr<HTML::HTMLSlotElement> slottable)
{
// FIXME: 1. Append slot to slots relevant agents signal slots.
// 2. Queue a mutation observer microtask.
Bindings::queue_mutation_observer_microtask(slottable->document());
}
}

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@ -47,4 +47,19 @@ private:
JS::GCPtr<HTML::HTMLSlotElement> m_manual_slot_assignment;
};
enum class OpenFlag {
Set,
Unset,
};
JS::GCPtr<HTML::HTMLSlotElement> assigned_slot_for_node(JS::NonnullGCPtr<Node>);
bool is_an_assigned_slottable(JS::NonnullGCPtr<Node>);
JS::GCPtr<HTML::HTMLSlotElement> find_a_slot(Slottable const&, OpenFlag = OpenFlag::Unset);
Vector<Slottable> find_slottables(JS::NonnullGCPtr<HTML::HTMLSlotElement>);
void assign_slottables(JS::NonnullGCPtr<HTML::HTMLSlotElement>);
void assign_slottables_for_a_tree(JS::NonnullGCPtr<Node>);
void assign_a_slot(Slottable const&);
void signal_a_slot_change(JS::NonnullGCPtr<HTML::HTMLSlotElement>);
}

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@ -6,6 +6,8 @@
*/
#include <LibWeb/Bindings/Intrinsics.h>
#include <LibWeb/DOM/Element.h>
#include <LibWeb/DOM/Text.h>
#include <LibWeb/HTML/HTMLSlotElement.h>
namespace Web::HTML {
@ -27,6 +29,64 @@ void HTMLSlotElement::visit_edges(JS::Cell::Visitor& visitor)
{
Base::visit_edges(visitor);
Slot::visit_edges(visitor);
for (auto const& node : m_manually_assigned_nodes)
node.visit([&](auto const& slottable) { visitor.visit(slottable); });
}
// https://html.spec.whatwg.org/multipage/scripting.html#dom-slot-assignednodes
Vector<JS::Handle<DOM::Node>> HTMLSlotElement::assigned_nodes(AssignedNodesOptions)
{
// FIXME: 1. If options["flatten"] is false, then return this's assigned nodes.
// FIXME: 2. Return the result of finding flattened slottables with this.
return {};
}
// https://html.spec.whatwg.org/multipage/scripting.html#dom-slot-assignedelements
Vector<JS::Handle<DOM::Element>> HTMLSlotElement::assigned_elements(AssignedNodesOptions)
{
// FIXME: 1. If options["flatten"] is false, then return this's assigned nodes, filtered to contain only Element nodes.
// FIXME: 2. Return the result of finding flattened slottables with this, filtered to contain only Element nodes.
return {};
}
// https://html.spec.whatwg.org/multipage/scripting.html#dom-slot-assign
void HTMLSlotElement::assign(Vector<SlottableHandle> nodes)
{
// 1. For each node of this's manually assigned nodes, set node's manual slot assignment to null.
for (auto& node : m_manually_assigned_nodes) {
node.visit([&](auto& node) {
node->set_manual_slot_assignment(nullptr);
});
}
// 2. Let nodesSet be a new ordered set.
Vector<DOM::Slottable> nodes_set;
// 3. For each node of nodes:
for (auto& node_handle : nodes) {
auto& node = node_handle.visit([](auto& node) -> DOM::SlottableMixin& { return *node; });
auto slottable = node_handle.visit([](auto& node) { return node->as_slottable(); });
// 1. If node's manual slot assignment refers to a slot, then remove node from that slot's manually assigned nodes.
if (node.manual_slot_assignment() != nullptr) {
m_manually_assigned_nodes.remove_all_matching([&](auto const& manually_assigned_node) {
return slottable == manually_assigned_node;
});
}
// 2. Set node's manual slot assignment to this.
node.set_manual_slot_assignment(this);
// 3. Append node to nodesSet.
nodes_set.append(slottable);
}
// 4. Set this's manually assigned nodes to nodesSet.
m_manually_assigned_nodes = move(nodes_set);
// 5. Run assign slottables for a tree for this's root.
assign_slottables_for_a_tree(root());
}
}

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@ -7,11 +7,19 @@
#pragma once
#include <AK/Variant.h>
#include <AK/Vector.h>
#include <LibJS/Heap/Handle.h>
#include <LibWeb/DOM/Slot.h>
#include <LibWeb/DOM/Slottable.h>
#include <LibWeb/HTML/HTMLElement.h>
namespace Web::HTML {
struct AssignedNodesOptions {
bool flatten { false };
};
class HTMLSlotElement final
: public HTMLElement
, public DOM::Slot {
@ -20,11 +28,22 @@ class HTMLSlotElement final
public:
virtual ~HTMLSlotElement() override;
Vector<JS::Handle<DOM::Node>> assigned_nodes(AssignedNodesOptions options = {});
Vector<JS::Handle<DOM::Element>> assigned_elements(AssignedNodesOptions options = {});
using SlottableHandle = Variant<JS::Handle<DOM::Element>, JS::Handle<DOM::Text>>;
void assign(Vector<SlottableHandle> nodes);
ReadonlySpan<DOM::Slottable> manually_assigned_nodes() const { return m_manually_assigned_nodes; }
private:
HTMLSlotElement(DOM::Document&, DOM::QualifiedName);
virtual void initialize(JS::Realm&) override;
virtual void visit_edges(JS::Cell::Visitor&) override;
// https://html.spec.whatwg.org/multipage/scripting.html#manually-assigned-nodes
Vector<DOM::Slottable> m_manually_assigned_nodes;
};
}

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@ -1,3 +1,6 @@
#import <DOM/Element.idl>
#import <DOM/Node.idl>
#import <DOM/Text.idl>
#import <HTML/HTMLElement.idl>
// https://html.spec.whatwg.org/multipage/scripting.html#htmlslotelement
@ -7,5 +10,11 @@ interface HTMLSlotElement : HTMLElement {
[HTMLConstructor] constructor();
[CEReactions, Reflect] attribute DOMString name;
sequence<Node> assignedNodes(optional AssignedNodesOptions options = {});
sequence<Element> assignedElements(optional AssignedNodesOptions options = {});
undefined assign((Element or Text)... nodes);
};
dictionary AssignedNodesOptions {
boolean flatten = false;
};