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/*
* 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 ScriptController_h
#define ScriptController_h
#include "ScriptInstance.h"
#include "ScriptValue.h"
#include "V8Proxy.h"
#include <v8.h>
#include <wtf/HashMap.h>
#include <wtf/RefCounted.h>
#include <wtf/Vector.h>
struct NPObject;
namespace WebCore {
class DOMWrapperWorld;
class Event;
class Frame;
class HTMLPlugInElement;
class ScriptSourceCode;
class String;
class Widget;
class XSSAuditor;
class ScriptController {
public:
ScriptController(Frame*);
~ScriptController();
// FIXME: V8Proxy should either be folded into ScriptController
// or this accessor should be made JSProxy*
V8Proxy* proxy() { return m_proxy.get(); }
ScriptValue executeScript(const ScriptSourceCode&);
ScriptValue executeScript(const String& script, bool forceUserGesture = false);
// Returns true if argument is a JavaScript URL.
bool executeIfJavaScriptURL(const KURL&, bool userGesture = false, bool replaceDocument = true);
// This function must be called from the main thread. It is safe to call it repeatedly.
static void initializeThreading();
// Evaluate a script file in the environment of this proxy.
// If succeeded, 'succ' is set to true and result is returned
// as a string.
ScriptValue evaluate(const ScriptSourceCode&);
void evaluateInIsolatedWorld(unsigned worldID, const Vector<ScriptSourceCode>&);
// Executes JavaScript in an isolated world. The script gets its own global scope,
// its own prototypes for intrinsic JavaScript objects (String, Array, and so-on),
// and its own wrappers for all DOM nodes and DOM constructors.
//
// If an isolated world with the specified ID already exists, it is reused.
// Otherwise, a new world is created.
//
// If the worldID is 0, a new world is always created.
//
// FIXME: Get rid of extensionGroup here.
void evaluateInIsolatedWorld(unsigned worldID, const Vector<ScriptSourceCode>&, int extensionGroup);
// Masquerade 'this' as the windowShell.
// This is a bit of a hack, but provides reasonable compatibility
// with what JSC does as well.
ScriptController* windowShell(DOMWrapperWorld*) { return this; }
ScriptController* existingWindowShell(DOMWrapperWorld*) { return this; }
XSSAuditor* xssAuditor() { return m_XSSAuditor.get(); }
void collectGarbage();
// Notify V8 that the system is running low on memory.
void lowMemoryNotification();
// Creates a property of the global object of a frame.
void bindToWindowObject(Frame*, const String& key, NPObject*);
PassScriptInstance createScriptInstanceForWidget(Widget*);
// Check if the javascript engine has been initialized.
bool haveInterpreter() const;
bool canExecuteScripts();
// FIXME: void* is a compile hack.
void attachDebugger(void*);
// --- Static methods assume we are running VM in single thread, ---
// --- and there is only one VM instance. ---
// Returns the frame for the entered context. See comments in
// V8Proxy::retrieveFrameForEnteredContext() for more information.
static Frame* retrieveFrameForEnteredContext();
// Returns the frame for the current context. See comments in
// V8Proxy::retrieveFrameForEnteredContext() for more information.
static Frame* retrieveFrameForCurrentContext();
// Check whether it is safe to access a frame in another domain.
static bool isSafeScript(Frame*);
// Pass command-line flags to the JS engine.
static void setFlags(const char* string, int length);
// Protect and unprotect the JS wrapper from garbage collected.
static void gcProtectJSWrapper(void*);
static void gcUnprotectJSWrapper(void*);
void finishedWithEvent(Event*);
void setEventHandlerLineNumber(int lineNumber);
void setProcessingTimerCallback(bool processingTimerCallback) { m_processingTimerCallback = processingTimerCallback; }
bool processingUserGesture() const;
bool anyPageIsProcessingUserGesture() const;
void setPaused(bool paused) { m_paused = paused; }
bool isPaused() const { return m_paused; }
const String* sourceURL() const { return m_sourceURL; } // 0 if we are not evaluating any script.
void clearWindowShell();
void updateDocument();
void updateSecurityOrigin();
void clearScriptObjects();
void updatePlatformScriptObjects();
void cleanupScriptObjectsForPlugin(Widget*);
#if ENABLE(NETSCAPE_PLUGIN_API)
NPObject* createScriptObjectForPluginElement(HTMLPlugInElement*);
NPObject* windowScriptNPObject();
#endif
// Dummy method to avoid a bunch of ifdef's in WebCore.
void evaluateInWorld(const ScriptSourceCode&, DOMWrapperWorld*) { }
static void getAllWorlds(Vector<DOMWrapperWorld*>& worlds);
private:
Frame* m_frame;
const String* m_sourceURL;
bool m_inExecuteScript;
bool m_processingTimerCallback;
bool m_paused;
OwnPtr<V8Proxy> m_proxy;
typedef HashMap<Widget*, NPObject*> PluginObjectMap;
// A mapping between Widgets and their corresponding script object.
// This list is used so that when the plugin dies, we can immediately
// invalidate all sub-objects which are associated with that plugin.
// The frame keeps a NPObject reference for each item on the list.
PluginObjectMap m_pluginObjects;
#if ENABLE(NETSCAPE_PLUGIN_API)
NPObject* m_windowScriptNPObject;
#endif
// The XSSAuditor associated with this ScriptController.
OwnPtr<XSSAuditor> m_XSSAuditor;
};
} // namespace WebCore
#endif // ScriptController_h
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