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* Make Slottable match layout/alignment of NonNull<Node> Signed-off-by: Simon Wülker <simon.wuelker@arcor.de> * Implement ServoLayoutElement::slotted_nodes Signed-off-by: Simon Wülker <simon.wuelker@arcor.de> * Bump mozjs Signed-off-by: Simon Wülker <simon.wuelker@arcor.de> * Layout the contents of slot elements Signed-off-by: Simon Wülker <simon.wuelker@arcor.de> * Implement ServoLayoutElement::assigned_slot Signed-off-by: Simon Wülker <simon.wuelker@arcor.de> * implement ServoLayoutElement::traversal_parent Signed-off-by: Simon Wülker <simon.wuelker@arcor.de> * Simplify slottable name update Signed-off-by: Simon Wülker <simon.wuelker@arcor.de> * Don't iterate over children of shadow hosts Signed-off-by: Simon Wülker <simon.wuelker@arcor.de> * Recompute slot style when contents change Signed-off-by: Simon Wülker <simon.wuelker@arcor.de> * Change match_slottable to a function instead of a macro Signed-off-by: Simon Wülker <simon.wuelker@arcor.de> * Fix crown errors Signed-off-by: Simon Wülker <simon.wuelker@arcor.de> * Update WPT expectations Signed-off-by: Simon Wülker <simon.wuelker@arcor.de> * Reset a slottable's assigned slot when it's removed from the slot Signed-off-by: Simon Wülker <simon.wuelker@arcor.de> --------- Signed-off-by: Simon Wülker <simon.wuelker@arcor.de>
544 lines
20 KiB
Rust
544 lines
20 KiB
Rust
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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use std::cell::{Cell, Ref, RefCell};
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use dom_struct::dom_struct;
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use html5ever::{local_name, namespace_url, ns, LocalName, Prefix};
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use js::gc::RootedVec;
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use js::rust::HandleObject;
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use crate::dom::attr::Attr;
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use crate::dom::bindings::codegen::Bindings::HTMLSlotElementBinding::{
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AssignedNodesOptions, HTMLSlotElementMethods,
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};
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use crate::dom::bindings::codegen::Bindings::NodeBinding::{GetRootNodeOptions, NodeMethods};
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use crate::dom::bindings::codegen::Bindings::ShadowRootBinding::ShadowRoot_Binding::ShadowRootMethods;
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use crate::dom::bindings::codegen::Bindings::ShadowRootBinding::{
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ShadowRootMode, SlotAssignmentMode,
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};
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use crate::dom::bindings::codegen::InheritTypes::{CharacterDataTypeId, NodeTypeId};
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use crate::dom::bindings::codegen::UnionTypes::ElementOrText;
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use crate::dom::bindings::inheritance::Castable;
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use crate::dom::bindings::root::{Dom, DomRoot};
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use crate::dom::bindings::str::DOMString;
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use crate::dom::document::Document;
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use crate::dom::element::{AttributeMutation, Element};
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use crate::dom::globalscope::GlobalScope;
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use crate::dom::htmlelement::HTMLElement;
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use crate::dom::mutationobserver::MutationObserver;
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use crate::dom::node::{Node, NodeDamage, ShadowIncluding};
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use crate::dom::text::Text;
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use crate::dom::virtualmethods::VirtualMethods;
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use crate::script_runtime::CanGc;
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use crate::ScriptThread;
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/// <https://html.spec.whatwg.org/multipage/#the-slot-element>
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#[dom_struct]
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pub struct HTMLSlotElement {
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htmlelement: HTMLElement,
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/// <https://dom.spec.whatwg.org/#slot-assigned-nodes>
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assigned_nodes: RefCell<Vec<Slottable>>,
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/// <https://html.spec.whatwg.org/multipage/#manually-assigned-nodes>
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manually_assigned_nodes: RefCell<Vec<Slottable>>,
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/// Whether there is a queued signal change for this element
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///
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/// Necessary to avoid triggering too many slotchange events
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is_in_agents_signal_slots: Cell<bool>,
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}
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impl HTMLSlotElementMethods<crate::DomTypeHolder> for HTMLSlotElement {
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// https://html.spec.whatwg.org/multipage/#dom-slot-name
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make_getter!(Name, "name");
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// https://html.spec.whatwg.org/multipage/#dom-slot-name
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make_atomic_setter!(SetName, "name");
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/// <https://html.spec.whatwg.org/multipage/#dom-slot-assignednodes>
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fn AssignedNodes(&self, options: &AssignedNodesOptions) -> Vec<DomRoot<Node>> {
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// Step 1. If options["flatten"] is false, then return this's assigned nodes.
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if !options.flatten {
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return self
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.assigned_nodes
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.borrow()
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.iter()
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.map(|slottable| slottable.node())
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.map(DomRoot::from_ref)
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.collect();
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}
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// Step 2. Return the result of finding flattened slottables with this.
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rooted_vec!(let mut flattened_slottables);
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self.find_flattened_slottables(&mut flattened_slottables);
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flattened_slottables
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.iter()
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.map(|slottable| DomRoot::from_ref(slottable.node()))
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.collect()
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}
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/// <https://html.spec.whatwg.org/multipage/#dom-slot-assignedelements>
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fn AssignedElements(&self, options: &AssignedNodesOptions) -> Vec<DomRoot<Element>> {
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self.AssignedNodes(options)
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.into_iter()
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.flat_map(|node| node.downcast::<Element>().map(DomRoot::from_ref))
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.collect()
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}
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/// <https://html.spec.whatwg.org/multipage/#dom-slot-assign>
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fn Assign(&self, nodes: Vec<ElementOrText>) {
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let cx = GlobalScope::get_cx();
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// Step 1. For each node of this's manually assigned nodes, set node's manual slot assignment to null.
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for slottable in self.manually_assigned_nodes.borrow().iter() {
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slottable.set_manual_slot_assignment(None);
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}
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// Step 2. Let nodesSet be a new ordered set.
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rooted_vec!(let mut nodes_set);
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// Step 3. For each node of nodes:
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for element_or_text in nodes.into_iter() {
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rooted!(in(*cx) let node = match element_or_text {
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ElementOrText::Element(element) => Slottable(Dom::from_ref(element.upcast())),
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ElementOrText::Text(text) => Slottable(Dom::from_ref(text.upcast())),
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});
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// Step 3.1 If node's manual slot assignment refers to a slot,
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// then remove node from that slot's manually assigned nodes.
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if let Some(slot) = node.manual_slot_assignment() {
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let mut manually_assigned_nodes = slot.manually_assigned_nodes.borrow_mut();
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if let Some(position) = manually_assigned_nodes
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.iter()
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.position(|value| *value == *node)
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{
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manually_assigned_nodes.remove(position);
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}
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}
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// Step 3.2 Set node's manual slot assignment to this.
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node.set_manual_slot_assignment(Some(self));
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// Step 3.3 Append node to nodesSet.
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if !nodes_set.contains(&*node) {
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nodes_set.push(node.clone());
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}
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}
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// Step 4. Set this's manually assigned nodes to nodesSet.
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*self.manually_assigned_nodes.borrow_mut() = nodes_set.iter().cloned().collect();
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// Step 5. Run assign slottables for a tree for this's root.
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self.upcast::<Node>()
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.GetRootNode(&GetRootNodeOptions::empty())
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.assign_slottables_for_a_tree();
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}
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}
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/// <https://dom.spec.whatwg.org/#concept-slotable>
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///
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/// The contained node is assumed to be either `Element` or `Text`
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///
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/// This field is public to make it easy to construct slottables.
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/// As such, it is possible to put Nodes that are not slottables
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/// in there. Using a [Slottable] like this will quickly lead to
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/// a panic.
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#[derive(Clone, JSTraceable, MallocSizeOf, PartialEq)]
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#[cfg_attr(crown, crown::unrooted_must_root_lint::must_root)]
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#[repr(transparent)]
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pub(crate) struct Slottable(pub Dom<Node>);
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/// Data shared between all [slottables](https://dom.spec.whatwg.org/#concept-slotable)
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///
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/// Note that the [slottable name](https://dom.spec.whatwg.org/#slotable-name) is not
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/// part of this. While the spec says that all slottables have a name, only Element's
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/// can ever have a non-empty name, so they store it seperately
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#[derive(Default, JSTraceable, MallocSizeOf)]
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#[cfg_attr(crown, crown::unrooted_must_root_lint::must_root)]
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pub struct SlottableData {
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/// <https://dom.spec.whatwg.org/#slotable-assigned-slot>
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pub(crate) assigned_slot: Option<Dom<HTMLSlotElement>>,
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/// <https://dom.spec.whatwg.org/#slottable-manual-slot-assignment>
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pub(crate) manual_slot_assignment: Option<Dom<HTMLSlotElement>>,
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}
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impl HTMLSlotElement {
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fn new_inherited(
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local_name: LocalName,
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prefix: Option<Prefix>,
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document: &Document,
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) -> HTMLSlotElement {
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HTMLSlotElement {
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htmlelement: HTMLElement::new_inherited(local_name, prefix, document),
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assigned_nodes: Default::default(),
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manually_assigned_nodes: Default::default(),
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is_in_agents_signal_slots: Default::default(),
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}
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}
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#[cfg_attr(crown, allow(crown::unrooted_must_root))]
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pub(crate) fn new(
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local_name: LocalName,
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prefix: Option<Prefix>,
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document: &Document,
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proto: Option<HandleObject>,
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can_gc: CanGc,
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) -> DomRoot<HTMLSlotElement> {
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Node::reflect_node_with_proto(
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Box::new(HTMLSlotElement::new_inherited(local_name, prefix, document)),
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document,
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proto,
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can_gc,
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)
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}
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pub(crate) fn has_assigned_nodes(&self) -> bool {
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!self.assigned_nodes.borrow().is_empty()
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}
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/// <https://dom.spec.whatwg.org/#find-flattened-slotables>
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fn find_flattened_slottables(&self, result: &mut RootedVec<Slottable>) {
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// Step 1. Let result be an empty list.
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debug_assert!(result.is_empty());
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// Step 2. If slot’s root is not a shadow root, then return result.
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if self.upcast::<Node>().containing_shadow_root().is_none() {
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return;
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};
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// Step 3. Let slottables be the result of finding slottables given slot.
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rooted_vec!(let mut slottables);
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self.find_slottables(&mut slottables);
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// Step 4. If slottables is the empty list, then append each slottable
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// child of slot, in tree order, to slottables.
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if slottables.is_empty() {
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for child in self.upcast::<Node>().children() {
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let is_slottable = matches!(
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child.type_id(),
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NodeTypeId::Element(_) |
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NodeTypeId::CharacterData(CharacterDataTypeId::Text(_))
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);
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if is_slottable {
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slottables.push(Slottable(child.as_traced()));
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}
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}
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}
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// Step 5. For each node in slottables:
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for slottable in slottables.iter() {
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// Step 5.1 If node is a slot whose root is a shadow root:
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match slottable.0.downcast::<HTMLSlotElement>() {
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Some(slot_element)
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if slot_element
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.upcast::<Node>()
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.containing_shadow_root()
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.is_some() =>
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{
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// Step 5.1.1 Let temporaryResult be the result of finding flattened slottables given node.
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rooted_vec!(let mut temporary_result);
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slot_element.find_flattened_slottables(&mut temporary_result);
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// Step 5.1.2 Append each slottable in temporaryResult, in order, to result.
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result.extend_from_slice(&temporary_result);
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},
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// Step 5.2 Otherwise, append node to result.
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_ => {
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result.push(slottable.clone());
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},
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};
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}
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// Step 6. Return result.
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}
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/// <https://dom.spec.whatwg.org/#find-slotables>
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///
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/// To avoid rooting shenanigans, this writes the returned slottables
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/// into the `result` argument
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fn find_slottables(&self, result: &mut RootedVec<Slottable>) {
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let cx = GlobalScope::get_cx();
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// Step 1. Let result be an empty list.
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debug_assert!(result.is_empty());
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// Step 2. Let root be slot’s root.
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// Step 3. If root is not a shadow root, then return result.
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let Some(root) = self.upcast::<Node>().containing_shadow_root() else {
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return;
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};
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// Step 4. Let host be root’s host.
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let host = root.Host();
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// Step 5. If root’s slot assignment is "manual":
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if root.SlotAssignment() == SlotAssignmentMode::Manual {
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// Step 5.1 Let result be « ».
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// NOTE: redundant.
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// Step 5.2 For each slottable slottable of slot’s manually assigned nodes,
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// if slottable’s parent is host, append slottable to result.
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for slottable in self.manually_assigned_nodes.borrow().iter() {
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if slottable
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.node()
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.GetParentNode()
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.is_some_and(|node| &*node == host.upcast::<Node>())
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{
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result.push(slottable.clone());
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}
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}
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}
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// Step 6. Otherwise, for each slottable child slottable of host, in tree order:
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else {
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for child in host.upcast::<Node>().children() {
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let is_slottable = matches!(
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child.type_id(),
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NodeTypeId::Element(_) |
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NodeTypeId::CharacterData(CharacterDataTypeId::Text(_))
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);
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if is_slottable {
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rooted!(in(*cx) let slottable = Slottable(child.as_traced()));
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// Step 6.1 Let foundSlot be the result of finding a slot given slottable.
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let found_slot = slottable.find_a_slot(false);
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// Step 6.2 If foundSlot is slot, then append slottable to result.
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if found_slot.is_some_and(|found_slot| &*found_slot == self) {
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result.push(slottable.clone());
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}
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}
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}
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}
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// Step 7. Return result.
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}
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/// <https://dom.spec.whatwg.org/#assign-slotables>
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pub(crate) fn assign_slottables(&self) {
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// Step 1. Let slottables be the result of finding slottables for slot.
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rooted_vec!(let mut slottables);
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self.find_slottables(&mut slottables);
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// Step 2. If slottables and slot’s assigned nodes are not identical,
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// then run signal a slot change for slot.
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let slots_are_identical = self.assigned_nodes.borrow().iter().eq(slottables.iter());
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if !slots_are_identical {
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self.signal_a_slot_change();
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}
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// NOTE: This is not written in the spec, which is likely a bug (https://github.com/whatwg/dom/issues/1352)
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// If we don't disconnect the old slottables from this slot then they'll stay implictly
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// connected, which causes problems later on
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for slottable in self.assigned_nodes().iter() {
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slottable.set_assigned_slot(None);
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}
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// Step 3. Set slot’s assigned nodes to slottables.
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*self.assigned_nodes.borrow_mut() = slottables.iter().cloned().collect();
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// Step 4. For each slottable in slottables, set slottable’s assigned slot to slot.
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for slottable in slottables.iter() {
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slottable.set_assigned_slot(Some(self));
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}
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}
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/// <https://dom.spec.whatwg.org/#signal-a-slot-change>
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pub(crate) fn signal_a_slot_change(&self) {
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self.upcast::<Node>().dirty(NodeDamage::OtherNodeDamage);
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if self.is_in_agents_signal_slots.get() {
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return;
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}
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self.is_in_agents_signal_slots.set(true);
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// Step 1. Append slot to slot’s relevant agent’s signal slots.
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ScriptThread::add_signal_slot(self);
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// Step 2. Queue a mutation observer microtask.
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MutationObserver::queue_mutation_observer_microtask();
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}
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pub(crate) fn remove_from_signal_slots(&self) {
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debug_assert!(self.is_in_agents_signal_slots.get());
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self.is_in_agents_signal_slots.set(false);
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}
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/// Returns the slot's assigned nodes if the root's slot assignment mode
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/// is "named", or the manually assigned nodes otherwise
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pub(crate) fn assigned_nodes(&self) -> Ref<'_, [Slottable]> {
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Ref::map(self.assigned_nodes.borrow(), Vec::as_slice)
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}
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}
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impl Slottable {
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/// <https://dom.spec.whatwg.org/#find-a-slot>
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pub(crate) fn find_a_slot(&self, open_flag: bool) -> Option<DomRoot<HTMLSlotElement>> {
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// Step 1. If slottable’s parent is null, then return null.
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let parent = self.node().GetParentNode()?;
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// Step 2. Let shadow be slottable’s parent’s shadow root.
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// Step 3. If shadow is null, then return null.
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let shadow_root = parent
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.downcast::<Element>()
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.and_then(Element::shadow_root)?;
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// Step 4. If the open flag is set and shadow’s mode is not "open", then return null.
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if open_flag && shadow_root.Mode() != ShadowRootMode::Open {
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return None;
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}
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// Step 5. If shadow’s slot assignment is "manual", then return the slot in shadow’s descendants whose
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// manually assigned nodes contains slottable, if any; otherwise null.
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if shadow_root.SlotAssignment() == SlotAssignmentMode::Manual {
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for node in shadow_root
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.upcast::<Node>()
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.traverse_preorder(ShadowIncluding::No)
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{
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if let Some(slot) = node.downcast::<HTMLSlotElement>() {
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if slot.manually_assigned_nodes.borrow().contains(self) {
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return Some(DomRoot::from_ref(slot));
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}
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}
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}
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return None;
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}
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// Step 6. Return the first slot in tree order in shadow’s descendants whose
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// name is slottable’s name, if any; otherwise null.
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for node in shadow_root
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.upcast::<Node>()
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.traverse_preorder(ShadowIncluding::No)
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{
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if let Some(slot) = node.downcast::<HTMLSlotElement>() {
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if slot.Name() == self.name() {
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return Some(DomRoot::from_ref(slot));
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}
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}
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}
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None
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}
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/// <https://dom.spec.whatwg.org/#assign-a-slot>
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pub(crate) fn assign_a_slot(&self) {
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// Step 1. Let slot be the result of finding a slot with slottable.
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let slot = self.find_a_slot(false);
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// Step 2. If slot is non-null, then run assign slottables for slot.
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if let Some(slot) = slot {
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slot.assign_slottables();
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}
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}
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fn node(&self) -> &Node {
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&self.0
|
||
}
|
||
|
||
pub(crate) fn assigned_slot(&self) -> Option<DomRoot<HTMLSlotElement>> {
|
||
self.match_slottable(
|
||
|element: &Element| element.assigned_slot(),
|
||
|text: &Text| {
|
||
let assigned_slot = text
|
||
.slottable_data()
|
||
.borrow()
|
||
.assigned_slot
|
||
.as_ref()?
|
||
.as_rooted();
|
||
Some(assigned_slot)
|
||
},
|
||
)
|
||
}
|
||
|
||
pub(crate) fn set_assigned_slot(&self, assigned_slot: Option<&HTMLSlotElement>) {
|
||
self.match_slottable(
|
||
|element: &Element| element.set_assigned_slot(assigned_slot),
|
||
|text: &Text| {
|
||
text.slottable_data().borrow_mut().assigned_slot = assigned_slot.map(Dom::from_ref);
|
||
},
|
||
)
|
||
}
|
||
|
||
pub(crate) fn set_manual_slot_assignment(
|
||
&self,
|
||
manually_assigned_slot: Option<&HTMLSlotElement>,
|
||
) {
|
||
self.match_slottable(
|
||
|element: &Element| element.set_manual_slot_assignment(manually_assigned_slot),
|
||
|text: &Text| {
|
||
text.slottable_data().borrow_mut().manual_slot_assignment =
|
||
manually_assigned_slot.map(Dom::from_ref)
|
||
},
|
||
)
|
||
}
|
||
|
||
pub(crate) fn manual_slot_assignment(&self) -> Option<DomRoot<HTMLSlotElement>> {
|
||
self.match_slottable(
|
||
|element: &Element| element.manual_slot_assignment(),
|
||
|text: &Text| {
|
||
text.slottable_data()
|
||
.borrow()
|
||
.manual_slot_assignment
|
||
.as_ref()
|
||
.map(Dom::as_rooted)
|
||
},
|
||
)
|
||
}
|
||
|
||
fn name(&self) -> DOMString {
|
||
// NOTE: Only elements have non-empty names
|
||
let Some(element) = self.0.downcast::<Element>() else {
|
||
return DOMString::new();
|
||
};
|
||
|
||
element.get_string_attribute(&local_name!("slot"))
|
||
}
|
||
|
||
/// Call the `element_function` if the slottable is an Element, otherwise the
|
||
/// `text_function`
|
||
pub(crate) fn match_slottable<E, T, R>(&self, element_function: E, text_function: T) -> R
|
||
where
|
||
E: FnOnce(&Element) -> R,
|
||
T: FnOnce(&Text) -> R,
|
||
{
|
||
match self.0.type_id() {
|
||
NodeTypeId::Element(_) => {
|
||
let element: &Element = self.0.downcast::<Element>().unwrap();
|
||
element_function(element)
|
||
},
|
||
NodeTypeId::CharacterData(CharacterDataTypeId::Text(_)) => {
|
||
let text: &Text = self.0.downcast::<Text>().unwrap();
|
||
text_function(text)
|
||
},
|
||
_ => unreachable!(),
|
||
}
|
||
}
|
||
}
|
||
|
||
impl VirtualMethods for HTMLSlotElement {
|
||
fn super_type(&self) -> Option<&dyn VirtualMethods> {
|
||
Some(self.upcast::<HTMLElement>() as &dyn VirtualMethods)
|
||
}
|
||
|
||
/// <https://dom.spec.whatwg.org/#shadow-tree-slots>
|
||
fn attribute_mutated(&self, attr: &Attr, mutation: AttributeMutation) {
|
||
self.super_type().unwrap().attribute_mutated(attr, mutation);
|
||
|
||
if attr.local_name() == &local_name!("name") && attr.namespace() == &ns!() {
|
||
self.upcast::<Node>()
|
||
.GetRootNode(&GetRootNodeOptions::empty())
|
||
.assign_slottables_for_a_tree()
|
||
}
|
||
}
|
||
}
|
||
|
||
impl js::gc::Rootable for Slottable {}
|
||
|
||
impl js::gc::Initialize for Slottable {
|
||
#[allow(unsafe_code)]
|
||
#[cfg_attr(crown, allow(crown::unrooted_must_root))]
|
||
unsafe fn initial() -> Option<Self> {
|
||
None
|
||
}
|
||
}
|