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ladybird/Libraries/LibWeb/Internals/Internals.idl
Aliaksandr Kalenik 5be98aaa07 LibWeb: Add internals.dumpLayoutTree(node) API
This new testing API dumps the layout subtree rooted at a given DOM
node. It will be useful for testing partial layout tree rebuilds, where
we need to verify the layout tree structure for specific subtrees rather
than the entire document.
2026-02-09 21:05:45 +01:00

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#import <DOM/EventTarget.idl>
#import <HTML/HTMLElement.idl>
#import <Internals/InternalAnimationTimeline.idl>
#import <Internals/InternalGamepad.idl>
[Exposed=Nobody]
interface Internals {
undefined signalTestIsDone(DOMString text);
undefined setTestTimeout(double milliseconds);
undefined loadReferenceTestMetadata();
undefined loadTestVariants();
DOMString setTimeZone(DOMString timeZone);
undefined gc();
object hitTest(double x, double y);
const unsigned short MOD_NONE = 0;
const unsigned short MOD_ALT = 1;
const unsigned short MOD_CTRL = 2;
const unsigned short MOD_SHIFT = 4;
const unsigned short MOD_SUPER = 8;
const unsigned short MOD_KEYPAD = 16;
const unsigned short BUTTON_LEFT = 0;
const unsigned short BUTTON_MIDDLE = 1;
const unsigned short BUTTON_RIGHT = 2;
undefined sendText(HTMLElement target, DOMString text, optional unsigned short modifiers = 0);
undefined sendKey(HTMLElement target, DOMString keyName, optional unsigned short modifiers = 0);
undefined paste(HTMLElement target, Utf16DOMString text);
undefined commitText();
// Low-level mouse primitives
undefined mouseDown(double x, double y, optional unsigned short button = 0, optional unsigned short modifiers = 0);
undefined mouseUp(double x, double y, optional unsigned short button = 0, optional unsigned short modifiers = 0);
undefined mouseMove(double x, double y, optional unsigned short modifiers = 0);
// High-level mouse conveniences
undefined click(double x, double y, optional unsigned short clickCount = 1, optional unsigned short button = 0, optional unsigned short modifiers = 0);
undefined clickAndHold(double x, double y, optional unsigned short clickCount = 1, optional unsigned short button = 0, optional unsigned short modifiers = 0);
undefined wheel(double x, double y, double deltaX, double deltaY);
undefined pinch(double x, double y, double scaleDelta);
DOMString currentCursor();
boolean dispatchUserActivatedEvent(EventTarget target, Event event);
undefined spoofCurrentURL(USVString url);
InternalAnimationTimeline createInternalAnimationTimeline();
undefined simulateDragStart(double x, double y, DOMString mimeType, DOMString contents);
undefined simulateDragMove(double x, double y);
undefined simulateDrop(double x, double y);
undefined enableCookiesOnFileDomains();
undefined expireCookiesWithTimeOffset(long long seconds);
boolean setHttpMemoryCacheEnabled(boolean enabled);
DOMString getComputedRole(Element element);
DOMString getComputedLabel(Element element);
DOMString getComputedAriaLevel(Element element);
unsigned short getEchoServerPort();
undefined setBrowserZoom(double factor);
undefined setDevicePixelRatio(double ratio);
readonly attribute boolean headless;
DOMString dumpDisplayList();
DOMString dumpLayoutTree(Node node);
DOMString dumpStackingContextTree();
DOMString dumpGCGraph();
// Returns the shadow root of the element, if it has one, even if it's not normally accessible to JS.
ShadowRoot? getShadowRoot(Element element);
undefined handleSDLInputEvents();
InternalGamepad connectVirtualGamepad();
undefined setHighlightedNode(Node? node);
};