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LibWeb: Make factory methods of WebGL::WebGLContextEvent fallible
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3 changed files with 6 additions and 6 deletions
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@ -9,12 +9,12 @@
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namespace Web::WebGL {
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WebGLContextEvent* WebGLContextEvent::create(JS::Realm& realm, DeprecatedFlyString const& event_name, WebGLContextEventInit const& event_init)
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WebIDL::ExceptionOr<JS::NonnullGCPtr<WebGLContextEvent>> WebGLContextEvent::create(JS::Realm& realm, DeprecatedFlyString const& event_name, WebGLContextEventInit const& event_init)
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{
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return realm.heap().allocate<WebGLContextEvent>(realm, realm, event_name, event_init).release_allocated_value_but_fixme_should_propagate_errors();
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return MUST_OR_THROW_OOM(realm.heap().allocate<WebGLContextEvent>(realm, realm, event_name, event_init));
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}
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WebGLContextEvent* WebGLContextEvent::construct_impl(JS::Realm& realm, DeprecatedFlyString const& event_name, WebGLContextEventInit const& event_init)
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WebIDL::ExceptionOr<JS::NonnullGCPtr<WebGLContextEvent>> WebGLContextEvent::construct_impl(JS::Realm& realm, DeprecatedFlyString const& event_name, WebGLContextEventInit const& event_init)
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{
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return create(realm, event_name, event_init);
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}
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@ -19,8 +19,8 @@ class WebGLContextEvent final : public DOM::Event {
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WEB_PLATFORM_OBJECT(WebGLContextEvent, DOM::Event);
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public:
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static WebGLContextEvent* create(JS::Realm&, DeprecatedFlyString const& type, WebGLContextEventInit const& event_init);
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static WebGLContextEvent* construct_impl(JS::Realm&, DeprecatedFlyString const& type, WebGLContextEventInit const& event_init);
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static WebIDL::ExceptionOr<JS::NonnullGCPtr<WebGLContextEvent>> create(JS::Realm&, DeprecatedFlyString const& type, WebGLContextEventInit const& event_init);
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static WebIDL::ExceptionOr<JS::NonnullGCPtr<WebGLContextEvent>> construct_impl(JS::Realm&, DeprecatedFlyString const& type, WebGLContextEventInit const& event_init);
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virtual ~WebGLContextEvent() override;
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@ -17,7 +17,7 @@ static void fire_webgl_context_event(HTML::HTMLCanvasElement& canvas_element, De
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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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auto event = WebGLContextEvent::create(canvas_element.realm(), type, WebGLContextEventInit {}).release_value_but_fixme_should_propagate_errors();
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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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