This is an ad-hoc change to account for the fact that we may run
arbitrary code while waiting for the tasks in this function to complete.
Same exact idea as ac48222ed7, once again.
If we reach the end of the token stream when "ignoring and moving on
to the next token" in the "in body" state, we should just not move
on to the next token, since there isn't one.
Covered by various WPT HTML parsing tests that will be imported in
a subsequent commit.
The `[[GetOwnProperty]]` internal method invocation in
`OrdinarySetWithOwnDescriptor` was being invocated again with the same
parameters in the `[[DefineOwnProperty]]` internal method that is also
later called in `OrdinarySetWithOwnDescriptor`.
The `PlatformObject.[[DefineOwnProperty]]` has similair logic.
This change adds an optional parameter to the `[[DefineOwnProperty]]`
internal method so the results of the previous `[[GetOwnProperty]]`
internal method invocation can be re-used.
This allows you to get the module map for any realm, whether it is a
principal or synthetic realm. We don't yet have the concept of a
synethetic realm, but this puts the groundwork in place for it.
When mime essence matching, the spec only asks for a string comparison
ignoring ascii case. The whitespace trimming and parsing of the mime
produces unexpected and wrong results.
Fixes tests on WPT html/semantics/scripting-1/the-script-element :^)
This is a bit of a chonkier commit as it results in both:
clean_up_after_running_callback and prepare_to_run_callback being
changed to accept a realm instead of an environment settings object,
which has a bunch of fallout, particuarly for IDL abstract operations.
Instead of a settings object. This matches updates to the HTML spec as
part of the shadow realm proposal, and begins the refactor of running
scripts on a realm instead of a settings environment object.
Some of the spec steps are slightly messy here (such as in
MainThreadVM.cpp) as this partially implements the ShadowRealm changes
but not other pieces which we have not implemented yet, such as
preparing to run a script also being based on a realm instead of an
environment. But this will be addressed in further commits.
In terms of the 'current principal realm' definition.
No functional impact, as we still need to implement current principal
realm once the surrounding infrastructure is in place. But it is one
less place which needs to be updated when that is all in place :^)
Aligning the name with the the PR implementing the javascript
shadow realm proposal into the web platform. This commit
simply performs the rename before implementing the behaviour
change.
The actual change to the behaviour of the AO is not implemented in this
commit to support 'synthetic' shadow realms as the surrounding
infrastructure is not in place yet.
Not all specs have a MR open to align with this proposed change to the
HTML standard. But in this case we can just apply the same mechanical
change everywhere.
With a8077f79cc Selection object is no
longer aware of selection state inside text controls (<textarea> and
<input>), so this change makes them responsible for dispatching
`selectionchange` if their selection state was changed.
Stealing the callbacks from the AnimationFrameCallbackDriver made them
no longer safe from GC. Continue to store them on the class until we
have finished their execution.
This is a mixin in the IDL, so let's treat it as a mixin in our code and
let both SVGElement and MathMLElement reuse the implementations that we
wrote for HTMLElement.
Previously, attempting to parse a floating point number with an integer
part larger than `(2 ^ 31) - 1` would cause the browser to crash. We now
avoid this by converting the integer part of the number to a `double`
rather than an `i32`.
This avoids needing to creating root handles for each heap-allocated
object captured in the animation callback. An upcoming commit would add
several of these.
This will allow us to remove the use of SafeFunction in it's
implementation. This requires a fair amount of plumbing to wire up the
GC heap to the appropriate places in order to create the timers.
This input event handling change is intended to address the following
design issues:
- Having `DOM::Position` is unnecessary complexity when `Selection`
exists because caret position could be described by the selection
object with a collapsed state. Before this change, we had to
synchronize those whenever one of them was modified, and there were
already bugs caused by that, i.e., caret position was not changed when
selection offset was modified from the JS side.
- Selection API exposes selection offset within `<textarea>` and
`<input>`, which is not supposed to happen. These objects should
manage their selection state by themselves and have selection offset
even when they are not displayed.
- `EventHandler` looks only at `DOM::Text` owned by `DOM::Position`
while doing text manipulations. It works fine for `<input>` and
`<textarea>`, but `contenteditable` needs to consider all text
descendant text nodes; i.e., if the cursor is moved outside of
`DOM::Text`, we need to look for an adjacent text node to move the
cursor there.
With this change, `EventHandler` no longer does direct manipulations on
caret position or text content, but instead delegates them to the active
`InputEventsTarget`, which could be either
`FormAssociatedTextControlElement` (for `<input>` and `<textarea>`) or
`EditingHostManager` (for `contenteditable`). The `Selection` object is
used to manage both selection and caret position for `contenteditable`,
and text control elements manage their own selection state that is not
exposed by Selection API.
This change improves text editing on Discord, as now we don't have to
refocus the `contenteditable` element after character input. The problem
was that selection manipulations from the JS side were not propagated
to `DOM::Position`.
I expect this change to make future correctness improvements for
`contenteditable` (and `designMode`) easier, as now it's decoupled from
`<input>` and `<textarea>` and separated from `EventHandler`, which is
quite a busy file.