blob: 8b4de0fe51fef6ce31c269f7e5afa4b9f18e58f4 [file] [log] [blame]
/*
* Copyright (C) 2010 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.
*/
#include "bindings/core/v8/V8PopStateEvent.h"
#include "bindings/core/v8/SerializedScriptValue.h"
#include "bindings/core/v8/SerializedScriptValueFactory.h"
#include "bindings/core/v8/V8HiddenValue.h"
#include "bindings/core/v8/V8History.h"
#include "core/events/PopStateEvent.h"
#include "core/frame/History.h"
namespace blink {
// Save the state value to a hidden attribute in the V8PopStateEvent, and return
// it, for convenience.
static v8::Local<v8::Value> cacheState(ScriptState* scriptState,
v8::Local<v8::Object> popStateEvent,
v8::Local<v8::Value> state) {
V8HiddenValue::setHiddenValue(scriptState, popStateEvent,
V8HiddenValue::state(scriptState->isolate()),
state);
return state;
}
void V8PopStateEvent::stateAttributeGetterCustom(
const v8::FunctionCallbackInfo<v8::Value>& info) {
ScriptState* scriptState = ScriptState::current(info.GetIsolate());
v8::Local<v8::Value> result = V8HiddenValue::getHiddenValue(
scriptState, info.Holder(), V8HiddenValue::state(info.GetIsolate()));
if (!result.IsEmpty()) {
v8SetReturnValue(info, result);
return;
}
PopStateEvent* event = V8PopStateEvent::toImpl(info.Holder());
History* history = event->history();
if (!history || !event->serializedState()) {
// If the event doesn't have serializedState(), it means that the
// event was initialized with PopStateEventInit. In such case, we need
// to get a v8 value for the current world from state().
if (event->serializedState())
result = event->serializedState()->deserialize();
else
result = event->state().v8ValueFor(scriptState);
if (result.IsEmpty())
result = v8::Null(info.GetIsolate());
v8SetReturnValue(info, cacheState(scriptState, info.Holder(), result));
return;
}
// There's no cached value from a previous invocation, nor a state value was
// provided by the event, but there is a history object, so first we need to
// see if the state object has been deserialized through the history object
// already.
// The current history state object might've changed in the meantime, so we
// need to take care of using the correct one, and always share the same
// deserialization with history.state.
bool isSameState = history->isSameAsCurrentState(event->serializedState());
if (isSameState) {
v8::Local<v8::Value> v8HistoryValue =
toV8(history, info.Holder(), info.GetIsolate());
if (v8HistoryValue.IsEmpty())
return;
v8::Local<v8::Object> v8History = v8HistoryValue.As<v8::Object>();
if (!history->stateChanged()) {
result = V8HiddenValue::getHiddenValue(
scriptState, v8History, V8HiddenValue::state(info.GetIsolate()));
if (!result.IsEmpty()) {
v8SetReturnValue(info, cacheState(scriptState, info.Holder(), result));
return;
}
}
result = event->serializedState()->deserialize(info.GetIsolate());
V8HiddenValue::setHiddenValue(scriptState, v8History,
V8HiddenValue::state(info.GetIsolate()),
result);
} else {
result = event->serializedState()->deserialize(info.GetIsolate());
}
v8SetReturnValue(info, cacheState(scriptState, info.Holder(), result));
}
} // namespace blink