/* * Copyright (C) 2008, 2009 Google Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef SKY_ENGINE_BINDINGS_CORE_V8_SCRIPTVALUE_H_ #define SKY_ENGINE_BINDINGS_CORE_V8_SCRIPTVALUE_H_ #include "sky/engine/bindings/core/v8/ScriptState.h" #include "sky/engine/bindings/core/v8/SharedPersistent.h" #include "sky/engine/wtf/PassRefPtr.h" #include "sky/engine/wtf/RefPtr.h" #include "sky/engine/wtf/text/WTFString.h" #include "v8/include/v8.h" namespace blink { class JSONValue; class ScriptValue final { public: ScriptValue() { } ScriptValue(ScriptState* scriptState, v8::Handle value) : m_scriptState(scriptState) , m_value(value.IsEmpty() ? nullptr : SharedPersistent::create(value, scriptState->isolate())) { ASSERT(isEmpty() || m_scriptState); } ScriptValue(const ScriptValue& value) : m_scriptState(value.m_scriptState) , m_value(value.m_value) { ASSERT(isEmpty() || m_scriptState); } ScriptState* scriptState() const { return m_scriptState.get(); } v8::Isolate* isolate() const { return m_scriptState ? m_scriptState->isolate() : v8::Isolate::GetCurrent(); } ScriptValue& operator=(const ScriptValue& value) { if (this != &value) { m_scriptState = value.m_scriptState; m_value = value.m_value; } return *this; } bool operator==(const ScriptValue& value) const { if (isEmpty()) return value.isEmpty(); if (value.isEmpty()) return false; return *m_value == *value.m_value; } bool operator!=(const ScriptValue& value) const { return !operator==(value); } // This creates a new local Handle; Don't use this in performance-sensitive places. bool isFunction() const { ASSERT(!isEmpty()); v8::Handle value = v8Value(); return !value.IsEmpty() && value->IsFunction(); } // This creates a new local Handle; Don't use this in performance-sensitive places. bool isNull() const { ASSERT(!isEmpty()); v8::Handle value = v8Value(); return !value.IsEmpty() && value->IsNull(); } // This creates a new local Handle; Don't use this in performance-sensitive places. bool isUndefined() const { ASSERT(!isEmpty()); v8::Handle value = v8Value(); return !value.IsEmpty() && value->IsUndefined(); } // This creates a new local Handle; Don't use this in performance-sensitive places. bool isObject() const { ASSERT(!isEmpty()); v8::Handle value = v8Value(); return !value.IsEmpty() && value->IsObject(); } bool isEmpty() const { return !m_value.get() || m_value->isEmpty(); } void clear() { m_value = nullptr; } v8::Handle v8Value() const; v8::Handle v8ValueUnsafe() const; bool toString(String&) const; PassRefPtr toJSONValue(ScriptState*) const; private: RefPtr m_scriptState; RefPtr > m_value; }; } // namespace blink #endif // SKY_ENGINE_BINDINGS_CORE_V8_SCRIPTVALUE_H_