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This needs to happen before prototype/constructor intitialization can be made lazy. Otherwise, GC could run during the C++ constructor and try to collect the object currently being created.
37 lines
1.1 KiB
C++
37 lines
1.1 KiB
C++
/*
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* Copyright (c) 2022, Luke Wilde <lukew@serenityos.org>
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* Copyright (c) 2022, Andreas Kling <kling@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibWeb/DOM/Event.h>
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namespace Web::WebGL {
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struct WebGLContextEventInit final : public DOM::EventInit {
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DeprecatedString status_message { DeprecatedString::empty() };
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};
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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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virtual ~WebGLContextEvent() override;
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DeprecatedString const& status_message() const { return m_status_message; }
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private:
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WebGLContextEvent(JS::Realm&, DeprecatedFlyString const& type, WebGLContextEventInit const& event_init);
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virtual void initialize(JS::Realm&) override;
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DeprecatedString m_status_message { DeprecatedString::empty() };
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};
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}
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