2012-05-04 01:23:41 -04:00
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#include "rr.h"
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namespace rr {
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void Object::Init() {
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ClassBuilder("Object", "Value").
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2012-05-08 12:45:06 -04:00
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defineSingletonMethod("New", &New).
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defineMethod("Set", &Set).
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defineMethod("ForceSet", &ForceSet).
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defineMethod("Get", &Get).
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defineMethod("GetPropertyAttributes", &GetPropertyAttributes).
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defineMethod("Has", &Has).
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defineMethod("Delete", &Delete).
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2012-05-08 13:08:58 -04:00
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defineMethod("ForceDelete", &ForceDelete).
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defineMethod("SetAccessor", &SetAccessor);
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2012-05-08 12:45:06 -04:00
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ClassBuilder("PropertyAttribute").
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defineEnumConst("None", v8::None).
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defineEnumConst("ReadOnly", v8::ReadOnly).
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defineEnumConst("DontEnum", v8::DontEnum).
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defineEnumConst("DontDelete", v8::DontDelete);
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2012-05-08 12:56:31 -04:00
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ClassBuilder("AccessControl").
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defineEnumConst("DEFAULT", v8::DEFAULT).
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defineEnumConst("ALL_CAN_READ", v8::ALL_CAN_READ).
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defineEnumConst("ALL_CAN_WRITE", v8::ALL_CAN_WRITE).
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defineEnumConst("PROHIBITS_OVERWRITING", v8::PROHIBITS_OVERWRITING);
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2012-05-04 01:23:41 -04:00
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}
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VALUE Object::New(VALUE self) {
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return Object::create(v8::Object::New(), self);
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}
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2012-05-08 12:45:06 -04:00
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//TODO: Allow setting of property attributes
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VALUE Object::Set(VALUE self, VALUE key, VALUE value) {
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if (rb_obj_is_kind_of(key, rb_cNumeric)) {
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return Convert(Object(self)->Set(NUM2UINT(key), Value(value)));
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} else {
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return Convert(Object(self)->Set((v8::Handle<v8::Value>)Value(key), Value(value)));
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}
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}
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VALUE Object::ForceSet(VALUE self, VALUE key, VALUE value) {
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return Convert(Object(self)->ForceSet(Value(key), Value(value)));
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}
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VALUE Object::Get(VALUE self, VALUE key) {
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if (rb_obj_is_kind_of(key, rb_cNumeric)) {
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return Convert(Object(self)->Get(NUM2UINT(key)));
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} else {
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return Convert(Object(self)->Get((v8::Handle<v8::Value>)Value(key)));
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}
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}
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VALUE Object::GetPropertyAttributes(VALUE self, VALUE key) {
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return Convert(Object(self)->GetPropertyAttributes(Value(key)));
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}
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VALUE Object::Has(VALUE self, VALUE key) {
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Object obj(self);
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if (rb_obj_is_kind_of(key, rb_cNumeric)) {
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return Convert(obj->Has((uint32_t)NUM2UINT(key)));
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} else {
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return Convert(obj->Has((v8::Handle<v8::String>)String(key)));
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}
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}
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VALUE Object::Delete(VALUE self, VALUE key) {
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Object obj(self);
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if (rb_obj_is_kind_of(key, rb_cNumeric)) {
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return Convert(obj->Delete((uint32_t)NUM2UINT(key)));
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} else {
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return Convert(obj->Delete((v8::Handle<v8::String>)String(key)));
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}
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}
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VALUE Object::ForceDelete(VALUE self, VALUE key) {
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return Convert(Object(self)->ForceDelete(Value(key)));
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}
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// VALUE Object::SetAccessor(int argc, VALUE* argv, VALUE self) {
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// VALUE name; VALUE getter; VALUE setter; VALUE data; VALUE settings, VALUE attribs;
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// rb_scan_args(argc, argv, "24", name, getter, setter, data, settings, attribs);
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// return Convert(Object(self)->SetAccessor(String(name),
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// AccessorGetter(getter),
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// AccessorSetter(setter),
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// Value(data),
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// AccessControl(settings),
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// PropertyAttribute(attribs)));
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// }
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// V8EXPORT bool SetAccessor(Handle<String> name,
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// AccessorGetter getter,
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// AccessorSetter setter = 0,
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// Handle<Value> data = Handle<Value>(),
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// AccessControl settings = DEFAULT,
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// PropertyAttribute attribute = None);
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//
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// /**
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// * Returns an array containing the names of the enumerable properties
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// * of this object, including properties from prototype objects. The
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// * array returned by this method contains the same values as would
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// * be enumerated by a for-in statement over this object.
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// */
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// V8EXPORT Local<Array> GetPropertyNames();
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//
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// /**
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// * This function has the same functionality as GetPropertyNames but
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// * the returned array doesn't contain the names of properties from
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// * prototype objects.
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// */
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// V8EXPORT Local<Array> GetOwnPropertyNames();
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//
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// /**
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// * Get the prototype object. This does not skip objects marked to
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// * be skipped by __proto__ and it does not consult the security
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// * handler.
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// */
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// V8EXPORT Local<Value> GetPrototype();
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//
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// /**
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// * Set the prototype object. This does not skip objects marked to
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// * be skipped by __proto__ and it does not consult the security
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// * handler.
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// */
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// V8EXPORT bool SetPrototype(Handle<Value> prototype);
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//
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// /**
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// * Finds an instance of the given function template in the prototype
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// * chain.
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// */
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// V8EXPORT Local<Object> FindInstanceInPrototypeChain(
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// Handle<FunctionTemplate> tmpl);
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//
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// /**
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// * Call builtin Object.prototype.toString on this object.
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// * This is different from Value::ToString() that may call
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// * user-defined toString function. This one does not.
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// */
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// V8EXPORT Local<String> ObjectProtoToString();
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//
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// /**
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// * Returns the name of the function invoked as a constructor for this object.
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// */
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// V8EXPORT Local<String> GetConstructorName();
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//
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// /** Gets the number of internal fields for this Object. */
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// V8EXPORT int InternalFieldCount();
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// /** Gets the value in an internal field. */
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// inline Local<Value> GetInternalField(int index);
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// /** Sets the value in an internal field. */
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// V8EXPORT void SetInternalField(int index, Handle<Value> value);
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//
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// /** Gets a native pointer from an internal field. */
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// inline void* GetPointerFromInternalField(int index);
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//
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// /** Sets a native pointer in an internal field. */
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// V8EXPORT void SetPointerInInternalField(int index, void* value);
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//
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// // Testers for local properties.
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// V8EXPORT bool HasOwnProperty(Handle<String> key);
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// V8EXPORT bool HasRealNamedProperty(Handle<String> key);
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// V8EXPORT bool HasRealIndexedProperty(uint32_t index);
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// V8EXPORT bool HasRealNamedCallbackProperty(Handle<String> key);
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//
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// /**
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// * If result.IsEmpty() no real property was located in the prototype chain.
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// * This means interceptors in the prototype chain are not called.
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// */
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// V8EXPORT Local<Value> GetRealNamedPropertyInPrototypeChain(
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// Handle<String> key);
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//
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// /**
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// * If result.IsEmpty() no real property was located on the object or
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// * in the prototype chain.
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// * This means interceptors in the prototype chain are not called.
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// */
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// V8EXPORT Local<Value> GetRealNamedProperty(Handle<String> key);
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//
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// /** Tests for a named lookup interceptor.*/
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// V8EXPORT bool HasNamedLookupInterceptor();
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//
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// /** Tests for an index lookup interceptor.*/
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// V8EXPORT bool HasIndexedLookupInterceptor();
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//
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// /**
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// * Turns on access check on the object if the object is an instance of
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// * a template that has access check callbacks. If an object has no
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// * access check info, the object cannot be accessed by anyone.
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// */
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// V8EXPORT void TurnOnAccessCheck();
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//
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// /**
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// * Returns the identity hash for this object. The current implementation
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// * uses a hidden property on the object to store the identity hash.
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// *
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// * The return value will never be 0. Also, it is not guaranteed to be
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// * unique.
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// */
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// V8EXPORT int GetIdentityHash();
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//
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// /**
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// * Access hidden properties on JavaScript objects. These properties are
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// * hidden from the executing JavaScript and only accessible through the V8
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// * C++ API. Hidden properties introduced by V8 internally (for example the
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// * identity hash) are prefixed with "v8::".
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// */
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// V8EXPORT bool SetHiddenValue(Handle<String> key, Handle<Value> value);
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// V8EXPORT Local<Value> GetHiddenValue(Handle<String> key);
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// V8EXPORT bool DeleteHiddenValue(Handle<String> key);
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//
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// /**
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// * Returns true if this is an instance of an api function (one
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// * created from a function created from a function template) and has
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// * been modified since it was created. Note that this method is
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// * conservative and may return true for objects that haven't actually
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// * been modified.
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// */
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// V8EXPORT bool IsDirty();
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//
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// /**
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// * Clone this object with a fast but shallow copy. Values will point
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// * to the same values as the original object.
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// */
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// V8EXPORT Local<Object> Clone();
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//
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// /**
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// * Returns the context in which the object was created.
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// */
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// V8EXPORT Local<Context> CreationContext();
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//
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// /**
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// * Set the backing store of the indexed properties to be managed by the
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// * embedding layer. Access to the indexed properties will follow the rules
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// * spelled out in CanvasPixelArray.
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// * Note: The embedding program still owns the data and needs to ensure that
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// * the backing store is preserved while V8 has a reference.
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// */
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// V8EXPORT void SetIndexedPropertiesToPixelData(uint8_t* data, int length);
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// V8EXPORT bool HasIndexedPropertiesInPixelData();
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// V8EXPORT uint8_t* GetIndexedPropertiesPixelData();
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// V8EXPORT int GetIndexedPropertiesPixelDataLength();
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//
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// /**
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// * Set the backing store of the indexed properties to be managed by the
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// * embedding layer. Access to the indexed properties will follow the rules
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// * spelled out for the CanvasArray subtypes in the WebGL specification.
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// * Note: The embedding program still owns the data and needs to ensure that
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// * the backing store is preserved while V8 has a reference.
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// */
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// V8EXPORT void SetIndexedPropertiesToExternalArrayData(
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// void* data,
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// ExternalArrayType array_type,
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// int number_of_elements);
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// V8EXPORT bool HasIndexedPropertiesInExternalArrayData();
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// V8EXPORT void* GetIndexedPropertiesExternalArrayData();
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// V8EXPORT ExternalArrayType GetIndexedPropertiesExternalArrayDataType();
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// V8EXPORT int GetIndexedPropertiesExternalArrayDataLength();
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//
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// /**
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// * Checks whether a callback is set by the
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// * ObjectTemplate::SetCallAsFunctionHandler method.
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// * When an Object is callable this method returns true.
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// */
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// V8EXPORT bool IsCallable();
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//
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// /**
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// * Call an Object as a function if a callback is set by the
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// * ObjectTemplate::SetCallAsFunctionHandler method.
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// */
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// V8EXPORT Local<Value> CallAsFunction(Handle<Object> recv,
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// int argc,
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// Handle<Value> argv[]);
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//
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// /**
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// * Call an Object as a constructor if a callback is set by the
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// * ObjectTemplate::SetCallAsFunctionHandler method.
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// * Note: This method behaves like the Function::NewInstance method.
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// */
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// V8EXPORT Local<Value> CallAsConstructor(int argc,
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// Handle<Value> argv[]);
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2012-05-04 01:23:41 -04:00
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}
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