| OLD | NEW |
| 1 /* | 1 /* |
| 2 * Copyright (C) 2010 Google Inc. All rights reserved. | 2 * Copyright (C) 2010 Google Inc. All rights reserved. |
| 3 * | 3 * |
| 4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
| 5 * modification, are permitted provided that the following conditions are | 5 * modification, are permitted provided that the following conditions are |
| 6 * met: | 6 * met: |
| 7 * | 7 * |
| 8 * * Redistributions of source code must retain the above copyright | 8 * * Redistributions of source code must retain the above copyright |
| 9 * notice, this list of conditions and the following disclaimer. | 9 * notice, this list of conditions and the following disclaimer. |
| 10 * * Redistributions in binary form must reproduce the above | 10 * * Redistributions in binary form must reproduce the above |
| (...skipping 15 matching lines...) Expand all Loading... |
| 26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | 27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 29 */ | 29 */ |
| 30 | 30 |
| 31 #include "config.h" | 31 #include "config.h" |
| 32 #include "V8PopStateEvent.h" | 32 #include "V8PopStateEvent.h" |
| 33 | 33 |
| 34 #include "V8History.h" | 34 #include "V8History.h" |
| 35 #include "bindings/v8/SerializedScriptValue.h" | 35 #include "bindings/v8/SerializedScriptValue.h" |
| 36 #include "bindings/v8/V8HiddenPropertyName.h" | |
| 37 #include "core/events/PopStateEvent.h" | 36 #include "core/events/PopStateEvent.h" |
| 38 #include "core/frame/History.h" | 37 #include "core/frame/History.h" |
| 39 | 38 |
| 40 namespace WebCore { | 39 namespace WebCore { |
| 41 | 40 |
| 42 // Save the state value to a hidden attribute in the V8PopStateEvent, and return
it, for convenience. | 41 // Save the state value to a hidden attribute in the V8PopStateEvent, and return
it, for convenience. |
| 43 static v8::Handle<v8::Value> cacheState(v8::Handle<v8::Object> popStateEvent, v8
::Handle<v8::Value> state, v8::Isolate* isolate) | 42 static v8::Handle<v8::Value> cacheState(v8::Handle<v8::Object> popStateEvent, v8
::Handle<v8::Value> state, v8::Isolate* isolate) |
| 44 { | 43 { |
| 45 popStateEvent->SetHiddenValue(V8HiddenPropertyName::state(isolate), state); | 44 setHiddenValue(isolate, popStateEvent, "state", state); |
| 46 return state; | 45 return state; |
| 47 } | 46 } |
| 48 | 47 |
| 49 void V8PopStateEvent::stateAttributeGetterCustom(const v8::PropertyCallbackInfo<
v8::Value>& info) | 48 void V8PopStateEvent::stateAttributeGetterCustom(const v8::PropertyCallbackInfo<
v8::Value>& info) |
| 50 { | 49 { |
| 51 v8::Handle<v8::Value> result = info.Holder()->GetHiddenValue(V8HiddenPropert
yName::state(info.GetIsolate())); | 50 v8::Handle<v8::Value> result = getHiddenValue(info.GetIsolate(), info.Holder
(), "state"); |
| 52 | 51 |
| 53 if (!result.IsEmpty()) { | 52 if (!result.IsEmpty()) { |
| 54 v8SetReturnValue(info, result); | 53 v8SetReturnValue(info, result); |
| 55 return; | 54 return; |
| 56 } | 55 } |
| 57 | 56 |
| 58 PopStateEvent* event = V8PopStateEvent::toNative(info.Holder()); | 57 PopStateEvent* event = V8PopStateEvent::toNative(info.Holder()); |
| 59 History* history = event->history(); | 58 History* history = event->history(); |
| 60 if (!history || !event->serializedState()) { | 59 if (!history || !event->serializedState()) { |
| 61 if (!event->serializedState()) { | 60 if (!event->serializedState()) { |
| 62 // If we're in an isolated world and the event was created in the ma
in world, | 61 // If we're in an isolated world and the event was created in the ma
in world, |
| 63 // we need to find the 'state' property on the main world wrapper an
d clone it. | 62 // we need to find the 'state' property on the main world wrapper an
d clone it. |
| 64 v8::Local<v8::Value> mainWorldState = getHiddenValueFromMainWorldWra
pper(info.GetIsolate(), event, V8HiddenPropertyName::state(info.GetIsolate())); | 63 v8::Local<v8::Value> mainWorldState = getHiddenValueFromMainWorldWra
pper(info.GetIsolate(), event, "state"); |
| 65 if (!mainWorldState.IsEmpty()) | 64 if (!mainWorldState.IsEmpty()) |
| 66 event->setSerializedState(SerializedScriptValue::createAndSwallo
wExceptions(mainWorldState, info.GetIsolate())); | 65 event->setSerializedState(SerializedScriptValue::createAndSwallo
wExceptions(mainWorldState, info.GetIsolate())); |
| 67 } | 66 } |
| 68 if (event->serializedState()) | 67 if (event->serializedState()) |
| 69 result = event->serializedState()->deserialize(); | 68 result = event->serializedState()->deserialize(); |
| 70 else | 69 else |
| 71 result = v8::Null(info.GetIsolate()); | 70 result = v8::Null(info.GetIsolate()); |
| 72 v8SetReturnValue(info, cacheState(info.Holder(), result, info.GetIsolate
())); | 71 v8SetReturnValue(info, cacheState(info.Holder(), result, info.GetIsolate
())); |
| 73 return; | 72 return; |
| 74 } | 73 } |
| 75 | 74 |
| 76 // There's no cached value from a previous invocation, nor a state value was
provided by the | 75 // There's no cached value from a previous invocation, nor a state value was
provided by the |
| 77 // event, but there is a history object, so first we need to see if the stat
e object has been | 76 // event, but there is a history object, so first we need to see if the stat
e object has been |
| 78 // deserialized through the history object already. | 77 // deserialized through the history object already. |
| 79 // The current history state object might've changed in the meantime, so we
need to take care | 78 // The current history state object might've changed in the meantime, so we
need to take care |
| 80 // of using the correct one, and always share the same deserialization with
history.state. | 79 // of using the correct one, and always share the same deserialization with
history.state. |
| 81 | 80 |
| 82 bool isSameState = history->isSameAsCurrentState(event->serializedState()); | 81 bool isSameState = history->isSameAsCurrentState(event->serializedState()); |
| 83 | 82 |
| 84 if (isSameState) { | 83 if (isSameState) { |
| 85 v8::Handle<v8::Object> v8History = toV8(history, info.Holder(), info.Get
Isolate()).As<v8::Object>(); | 84 v8::Handle<v8::Object> v8History = toV8(history, info.Holder(), info.Get
Isolate()).As<v8::Object>(); |
| 86 if (!history->stateChanged()) { | 85 if (!history->stateChanged()) { |
| 87 result = v8History->GetHiddenValue(V8HiddenPropertyName::state(info.
GetIsolate())); | 86 result = getHiddenValue(info.GetIsolate(), v8History, "state"); |
| 88 if (!result.IsEmpty()) { | 87 if (!result.IsEmpty()) { |
| 89 v8SetReturnValue(info, cacheState(info.Holder(), result, info.Ge
tIsolate())); | 88 v8SetReturnValue(info, cacheState(info.Holder(), result, info.Ge
tIsolate())); |
| 90 return; | 89 return; |
| 91 } | 90 } |
| 92 } | 91 } |
| 93 result = event->serializedState()->deserialize(info.GetIsolate()); | 92 result = event->serializedState()->deserialize(info.GetIsolate()); |
| 94 v8History->SetHiddenValue(V8HiddenPropertyName::state(info.GetIsolate())
, result); | 93 setHiddenValue(info.GetIsolate(), v8History, "state", result); |
| 95 } else { | 94 } else { |
| 96 result = event->serializedState()->deserialize(info.GetIsolate()); | 95 result = event->serializedState()->deserialize(info.GetIsolate()); |
| 97 } | 96 } |
| 98 | 97 |
| 99 v8SetReturnValue(info, cacheState(info.Holder(), result, info.GetIsolate()))
; | 98 v8SetReturnValue(info, cacheState(info.Holder(), result, info.GetIsolate()))
; |
| 100 } | 99 } |
| 101 | 100 |
| 102 } // namespace WebCore | 101 } // namespace WebCore |
| OLD | NEW |