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Intrinsics, i.e. mostly constructor and prototype objects, but also things like empty and new object shape now live on a new heap-allocated JS::Intrinsics object, thus completing the long journey of taking all the magic away from the global object. This represents the Realm's [[Intrinsics]] slot in the spec and matches its existing [[GlobalObject]] / [[GlobalEnv]] slots in terms of architecture. In the majority of cases it should now be possibly to fully allocate a regular object without the global object existing, and in fact that's what we do now - the realm is allocated before the global object, and the intrinsics between both :^)
32 lines
1 KiB
C++
32 lines
1 KiB
C++
/*
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* Copyright (c) 2021-2022, Linus Groh <linusg@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibJS/Contrib/Test262/IsHTMLDDA.h>
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#include <LibJS/Runtime/GlobalObject.h>
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namespace JS::Test262 {
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IsHTMLDDA::IsHTMLDDA(Realm& realm)
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// NativeFunction without prototype is currently not possible (only due to the lack of a ctor that supports it)
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: NativeFunction("IsHTMLDDA", *realm.intrinsics().function_prototype())
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{
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}
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ThrowCompletionOr<Value> IsHTMLDDA::call()
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{
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auto& vm = this->vm();
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if (vm.argument_count() == 0)
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return js_null();
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if (vm.argument(0).is_string() && vm.argument(0).as_string().string().is_empty())
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return js_null();
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// Not sure if this really matters, INTERPRETING.md simply says:
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// * IsHTMLDDA - (present only in implementations that can provide it) an object that:
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// a. has an [[IsHTMLDDA]] internal slot, and
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// b. when called with no arguments or with the first argument "" (an empty string) returns null.
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return js_undefined();
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}
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}
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