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Before this change, we were going through the chain of base classes for each IDL interface object and having them set the prototype to their prototype. Instead of doing that, reorder things so that we set the right prototype immediately in Foo::initialize(), and then don't bother in all the base class overrides. This knocks off a ~1% profile item on Speedometer 3.
58 lines
1.7 KiB
C++
58 lines
1.7 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/HTMLLegendElementPrototype.h>
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/HTML/HTMLFieldSetElement.h>
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#include <LibWeb/HTML/HTMLLegendElement.h>
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#include <LibWeb/Layout/LegendBox.h>
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namespace Web::HTML {
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GC_DEFINE_ALLOCATOR(HTMLLegendElement);
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HTMLLegendElement::HTMLLegendElement(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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HTMLLegendElement::~HTMLLegendElement() = default;
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void HTMLLegendElement::initialize(JS::Realm& realm)
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{
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WEB_SET_PROTOTYPE_FOR_INTERFACE(HTMLLegendElement);
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Base::initialize(realm);
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}
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// https://html.spec.whatwg.org/multipage/form-elements.html#dom-legend-form
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HTMLFormElement* HTMLLegendElement::form()
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{
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// The form IDL attribute's behavior depends on whether the legend element is in a fieldset element or not.
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// If the legend has a fieldset element as its parent, then the form IDL attribute must return the same value as the form IDL attribute on that fieldset element.
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if (auto* field_set = as_if<HTML::HTMLFieldSetElement>(parent_element().ptr())) {
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return field_set->form();
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}
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// Otherwise, it must return null.
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return nullptr;
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}
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GC::Ptr<Layout::Node> HTMLLegendElement::create_layout_node(GC::Ref<CSS::ComputedProperties> style)
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{
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return heap().allocate<Layout::LegendBox>(document(), *this, move(style));
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}
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Layout::LegendBox* HTMLLegendElement::layout_node()
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{
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return static_cast<Layout::LegendBox*>(Node::layout_node());
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}
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Layout::LegendBox const* HTMLLegendElement::layout_node() const
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{
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return static_cast<Layout::LegendBox const*>(Node::layout_node());
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}
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}
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