Move CSS animation values into a mutable overlay on computed properties and make base computed style data immutable after construction. Base style mutation now goes through a builder that is consumed on publish, so installed styles no longer expose mutation APIs. Build new base style data for inherited style updates instead of cloning and mutating installed computed properties. Element-specific computed style adjustments now run before publication, while animation and transition updates continue to mutate only the animated overlay.
69 lines
2.5 KiB
C++
69 lines
2.5 KiB
C++
/*
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* Copyright (c) 2020, the SerenityOS developers.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibWeb/Bindings/HTMLFrameSetElement.h>
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#include <LibWeb/CSS/ComputedProperties.h>
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#include <LibWeb/CSS/StyleValues/DisplayStyleValue.h>
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#include <LibWeb/DOM/Document.h>
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#include <LibWeb/Gamepad/EventNames.h>
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#include <LibWeb/HTML/HTMLFrameSetElement.h>
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#include <LibWeb/HTML/Window.h>
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namespace Web::HTML {
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GC_DEFINE_ALLOCATOR(HTMLFrameSetElement);
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HTMLFrameSetElement::HTMLFrameSetElement(DOM::Document& document, DOM::QualifiedName qualified_name)
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: HTMLElement(document, move(qualified_name))
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{
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}
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HTMLFrameSetElement::~HTMLFrameSetElement() = default;
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void HTMLFrameSetElement::adjust_computed_style(CSS::ComputedProperties::Builder& style)
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{
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// https://drafts.csswg.org/css-display-3/#unbox
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if (style.display().is_contents())
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style.set_property(CSS::PropertyID::Display, CSS::DisplayStyleValue::create(CSS::Display::from_short(CSS::Display::Short::None)));
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}
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void HTMLFrameSetElement::initialize(JS::Realm& realm)
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{
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WEB_SET_PROTOTYPE_FOR_INTERFACE(HTMLFrameSetElement);
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Base::initialize(realm);
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}
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void HTMLFrameSetElement::attribute_changed(FlyString const& name, Optional<String> const& old_value, Optional<String> const& value, Optional<FlyString> const& namespace_)
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{
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Base::attribute_changed(name, old_value, value, namespace_);
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#undef __ENUMERATE
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#define __ENUMERATE(attribute_name, event_name) \
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if (name == HTML::AttributeNames::attribute_name) { \
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element_event_handler_attribute_changed(event_name, value); \
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}
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ENUMERATE_WINDOW_EVENT_HANDLERS(__ENUMERATE)
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#undef __ENUMERATE
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}
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GC::Ptr<DOM::EventTarget> HTMLFrameSetElement::global_event_handlers_to_event_target(FlyString const& event_name)
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{
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// NOTE: This is a little weird, but IIUC document.body.onload actually refers to window.onload
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// NOTE: document.body can return either a HTMLBodyElement or HTMLFrameSetElement, so both these elements must support this mapping.
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if (DOM::is_window_reflecting_body_element_event_handler(event_name))
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return document().window();
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return *this;
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}
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GC::Ptr<DOM::EventTarget> HTMLFrameSetElement::window_event_handlers_to_event_target()
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{
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// All WindowEventHandlers on HTMLFrameSetElement (e.g. document.body.onrejectionhandled) are mapped to window.on{event}.
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// NOTE: document.body can return either a HTMLBodyElement or HTMLFrameSetElement, so both these elements must support this mapping.
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return document().window();
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}
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}
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