Files
servo/components/script/dom/html/htmlslotelement.rs
Tim van der Lippe a1c8896eda script: Pass &mut JSContext to reflect_node_with_proto (#43952)
A lot (and I mean, really a lot) depends on these constructors.
Therefore, this is the one spaghetti ball that I could extract and
convert all `can_gc` to `cx`. There are some new introductions of
`temp_cx` in the callbacks of the servo parser, but we already had some
in other callbacks.

Part of #40600

Testing: It compiles

Signed-off-by: Tim van der Lippe <tvanderlippe@gmail.com>
2026-04-05 18:07:30 +00:00

537 lines
20 KiB
Rust
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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
use std::cell::{Cell, Ref, RefCell};
use dom_struct::dom_struct;
use html5ever::{LocalName, Prefix, local_name, ns};
use js::context::JSContext;
use js::gc::RootedVec;
use js::rust::HandleObject;
use script_bindings::codegen::InheritTypes::{CharacterDataTypeId, NodeTypeId};
use crate::ScriptThread;
use crate::dom::attr::Attr;
use crate::dom::bindings::codegen::Bindings::HTMLSlotElementBinding::{
AssignedNodesOptions, HTMLSlotElementMethods,
};
use crate::dom::bindings::codegen::Bindings::NodeBinding::{GetRootNodeOptions, NodeMethods};
use crate::dom::bindings::codegen::Bindings::ShadowRootBinding::ShadowRoot_Binding::ShadowRootMethods;
use crate::dom::bindings::codegen::Bindings::ShadowRootBinding::{
ShadowRootMode, SlotAssignmentMode,
};
use crate::dom::bindings::codegen::UnionTypes::ElementOrText;
use crate::dom::bindings::inheritance::Castable;
use crate::dom::bindings::root::{Dom, DomRoot};
use crate::dom::bindings::str::DOMString;
use crate::dom::document::Document;
use crate::dom::element::{AttributeMutation, Element};
use crate::dom::globalscope::GlobalScope;
use crate::dom::html::htmlelement::HTMLElement;
use crate::dom::node::{
BindContext, ForceSlottableNodeReconciliation, IsShadowTree, Node, NodeDamage, NodeTraits,
ShadowIncluding, UnbindContext,
};
use crate::dom::virtualmethods::VirtualMethods;
use crate::script_runtime::CanGc;
/// <https://html.spec.whatwg.org/multipage/#the-slot-element>
#[dom_struct]
pub(crate) struct HTMLSlotElement {
htmlelement: HTMLElement,
/// <https://dom.spec.whatwg.org/#slot-assigned-nodes>
assigned_nodes: RefCell<Vec<Slottable>>,
/// <https://html.spec.whatwg.org/multipage/#manually-assigned-nodes>
manually_assigned_nodes: RefCell<Vec<Slottable>>,
/// Whether there is a queued signal change for this element
///
/// Necessary to avoid triggering too many slotchange events
is_in_agents_signal_slots: Cell<bool>,
}
impl HTMLSlotElementMethods<crate::DomTypeHolder> for HTMLSlotElement {
// https://html.spec.whatwg.org/multipage/#dom-slot-name
make_getter!(Name, "name");
// https://html.spec.whatwg.org/multipage/#dom-slot-name
make_atomic_setter!(SetName, "name");
/// <https://html.spec.whatwg.org/multipage/#dom-slot-assignednodes>
fn AssignedNodes(&self, options: &AssignedNodesOptions) -> Vec<DomRoot<Node>> {
// Step 1. If options["flatten"] is false, then return this's assigned nodes.
if !options.flatten {
return self
.assigned_nodes
.borrow()
.iter()
.map(|slottable| slottable.node())
.map(DomRoot::from_ref)
.collect();
}
// Step 2. Return the result of finding flattened slottables with this.
rooted_vec!(let mut flattened_slottables);
self.find_flattened_slottables(&mut flattened_slottables);
flattened_slottables
.iter()
.map(|slottable| DomRoot::from_ref(slottable.node()))
.collect()
}
/// <https://html.spec.whatwg.org/multipage/#dom-slot-assignedelements>
fn AssignedElements(&self, options: &AssignedNodesOptions) -> Vec<DomRoot<Element>> {
self.AssignedNodes(options)
.into_iter()
.flat_map(|node| node.downcast::<Element>().map(DomRoot::from_ref))
.collect()
}
/// <https://html.spec.whatwg.org/multipage/#dom-slot-assign>
fn Assign(&self, nodes: Vec<ElementOrText>) {
let cx = GlobalScope::get_cx();
// Step 1. For each node of this's manually assigned nodes, set node's manual slot assignment to null.
for slottable in self.manually_assigned_nodes.borrow().iter() {
slottable.set_manual_slot_assignment(None);
}
// Step 2. Let nodesSet be a new ordered set.
rooted_vec!(let mut nodes_set);
// Step 3. For each node of nodes:
for element_or_text in nodes.into_iter() {
rooted!(in(*cx) let node = match element_or_text {
ElementOrText::Element(element) => Slottable(Dom::from_ref(element.upcast())),
ElementOrText::Text(text) => Slottable(Dom::from_ref(text.upcast())),
});
// Step 3.1 If node's manual slot assignment refers to a slot,
// then remove node from that slot's manually assigned nodes.
if let Some(slot) = node.manual_slot_assignment() {
let mut manually_assigned_nodes = slot.manually_assigned_nodes.borrow_mut();
if let Some(position) = manually_assigned_nodes
.iter()
.position(|value| *value == *node)
{
manually_assigned_nodes.remove(position);
}
}
// Step 3.2 Set node's manual slot assignment to this.
node.set_manual_slot_assignment(Some(self));
// Step 3.3 Append node to nodesSet.
if !nodes_set.contains(&*node) {
nodes_set.push(node.clone());
}
}
// Step 4. Set this's manually assigned nodes to nodesSet.
*self.manually_assigned_nodes.borrow_mut() = nodes_set.iter().cloned().collect();
// Step 5. Run assign slottables for a tree for this's root.
self.upcast::<Node>()
.GetRootNode(&GetRootNodeOptions::empty())
.assign_slottables_for_a_tree(ForceSlottableNodeReconciliation::Force);
}
}
/// <https://dom.spec.whatwg.org/#concept-slotable>
///
/// The contained node is assumed to be either `Element` or `Text`
///
/// This field is public to make it easy to construct slottables.
/// As such, it is possible to put Nodes that are not slottables
/// in there. Using a [Slottable] like this will quickly lead to
/// a panic.
#[derive(Clone, JSTraceable, MallocSizeOf, PartialEq)]
#[cfg_attr(crown, crown::unrooted_must_root_lint::must_root)]
#[repr(transparent)]
pub(crate) struct Slottable(pub Dom<Node>);
/// Data shared between all [slottables](https://dom.spec.whatwg.org/#concept-slotable)
///
/// Note that the [slottable name](https://dom.spec.whatwg.org/#slotable-name) is not
/// part of this. While the spec says that all slottables have a name, only Element's
/// can ever have a non-empty name, so they store it separately
#[derive(Default, JSTraceable, MallocSizeOf)]
#[cfg_attr(crown, crown::unrooted_must_root_lint::must_root)]
pub struct SlottableData {
/// <https://dom.spec.whatwg.org/#slotable-assigned-slot>
pub(crate) assigned_slot: Option<Dom<HTMLSlotElement>>,
/// <https://dom.spec.whatwg.org/#slottable-manual-slot-assignment>
pub(crate) manual_slot_assignment: Option<Dom<HTMLSlotElement>>,
}
impl HTMLSlotElement {
fn new_inherited(
local_name: LocalName,
prefix: Option<Prefix>,
document: &Document,
) -> HTMLSlotElement {
HTMLSlotElement {
htmlelement: HTMLElement::new_inherited(local_name, prefix, document),
assigned_nodes: Default::default(),
manually_assigned_nodes: Default::default(),
is_in_agents_signal_slots: Default::default(),
}
}
pub(crate) fn new(
cx: &mut js::context::JSContext,
local_name: LocalName,
prefix: Option<Prefix>,
document: &Document,
proto: Option<HandleObject>,
) -> DomRoot<HTMLSlotElement> {
Node::reflect_node_with_proto(
cx,
Box::new(HTMLSlotElement::new_inherited(local_name, prefix, document)),
document,
proto,
)
}
pub(crate) fn has_assigned_nodes(&self) -> bool {
!self.assigned_nodes.borrow().is_empty()
}
/// <https://dom.spec.whatwg.org/#find-flattened-slotables>
fn find_flattened_slottables(&self, result: &mut RootedVec<Slottable>) {
// Step 1. Let result be an empty list.
debug_assert!(result.is_empty());
// Step 2. If slots root is not a shadow root, then return result.
if self.upcast::<Node>().containing_shadow_root().is_none() {
return;
};
// Step 3. Let slottables be the result of finding slottables given slot.
rooted_vec!(let mut slottables);
self.find_slottables(&mut slottables);
// Step 4. If slottables is the empty list, then append each slottable
// child of slot, in tree order, to slottables.
if slottables.is_empty() {
for child in self.upcast::<Node>().children() {
let is_slottable = matches!(
child.type_id(),
NodeTypeId::Element(_) |
NodeTypeId::CharacterData(CharacterDataTypeId::Text(_))
);
if is_slottable {
slottables.push(Slottable(child.as_traced()));
}
}
}
// Step 5. For each node in slottables:
for slottable in slottables.iter() {
// Step 5.1 If node is a slot whose root is a shadow root:
match slottable.0.downcast::<HTMLSlotElement>() {
Some(slot_element)
if slot_element
.upcast::<Node>()
.containing_shadow_root()
.is_some() =>
{
// Step 5.1.1 Let temporaryResult be the result of finding flattened slottables given node.
rooted_vec!(let mut temporary_result);
slot_element.find_flattened_slottables(&mut temporary_result);
// Step 5.1.2 Append each slottable in temporaryResult, in order, to result.
result.extend_from_slice(&temporary_result);
},
// Step 5.2 Otherwise, append node to result.
_ => {
result.push(slottable.clone());
},
};
}
// Step 6. Return result.
}
/// <https://dom.spec.whatwg.org/#find-slotables>
///
/// To avoid rooting shenanigans, this writes the returned slottables
/// into the `result` argument
fn find_slottables(&self, result: &mut RootedVec<Slottable>) {
let cx = GlobalScope::get_cx();
// Step 1. Let result be an empty list.
debug_assert!(result.is_empty());
// Step 2. Let root be slots root.
// Step 3. If root is not a shadow root, then return result.
let Some(root) = self.upcast::<Node>().containing_shadow_root() else {
return;
};
// Step 4. Let host be roots host.
let host = root.Host();
// Step 5. If roots slot assignment is "manual":
if root.SlotAssignment() == SlotAssignmentMode::Manual {
// Step 5.1 Let result be « ».
// NOTE: redundant.
// Step 5.2 For each slottable slottable of slots manually assigned nodes,
// if slottables parent is host, append slottable to result.
for slottable in self.manually_assigned_nodes.borrow().iter() {
if slottable
.node()
.GetParentNode()
.is_some_and(|node| &*node == host.upcast::<Node>())
{
result.push(slottable.clone());
}
}
}
// Step 6. Otherwise, for each slottable child slottable of host, in tree order:
else {
for child in host.upcast::<Node>().children() {
let is_slottable = matches!(
child.type_id(),
NodeTypeId::Element(_) |
NodeTypeId::CharacterData(CharacterDataTypeId::Text(_))
);
if is_slottable {
rooted!(in(*cx) let slottable = Slottable(child.as_traced()));
// Step 6.1 Let foundSlot be the result of finding a slot given slottable.
let found_slot = slottable.find_a_slot(false);
// Step 6.2 If foundSlot is slot, then append slottable to result.
if found_slot.is_some_and(|found_slot| &*found_slot == self) {
result.push(slottable.clone());
}
}
}
}
// Step 7. Return result.
}
/// <https://dom.spec.whatwg.org/#assign-slotables>
pub(crate) fn assign_slottables(&self) {
// Step 1. Let slottables be the result of finding slottables for slot.
rooted_vec!(let mut slottables);
self.find_slottables(&mut slottables);
// Step 2. If slottables and slots assigned nodes are not identical,
// then run signal a slot change for slot.
// NOTE: If the slottables *are* identical then the rest of this algorithm
// won't have any effect, so we return early.
if self.assigned_nodes.borrow().iter().eq(slottables.iter()) {
return;
}
self.signal_a_slot_change();
// NOTE: This is not written in the spec, which is likely a bug (https://github.com/whatwg/dom/issues/1352)
// If we don't disconnect the old slottables from this slot then they'll stay implictly
// connected, which causes problems later on
for slottable in self.assigned_nodes().iter() {
slottable.set_assigned_slot(None);
}
// Step 3. Set slots assigned nodes to slottables.
*self.assigned_nodes.borrow_mut() = slottables.iter().cloned().collect();
// Step 4. For each slottable in slottables, set slottables assigned slot to slot.
for slottable in slottables.iter() {
slottable.set_assigned_slot(Some(self));
}
}
/// <https://dom.spec.whatwg.org/#signal-a-slot-change>
pub(crate) fn signal_a_slot_change(&self) {
self.upcast::<Node>().dirty(NodeDamage::ContentOrHeritage);
if self.is_in_agents_signal_slots.get() {
return;
}
self.is_in_agents_signal_slots.set(true);
let mutation_observers = ScriptThread::mutation_observers();
// Step 1. Append slot to slots relevant agents signal slots.
mutation_observers.add_signal_slot(self);
// Step 2. Queue a mutation observer microtask.
mutation_observers.queue_mutation_observer_microtask(ScriptThread::microtask_queue());
}
pub(crate) fn remove_from_signal_slots(&self) {
debug_assert!(self.is_in_agents_signal_slots.get());
self.is_in_agents_signal_slots.set(false);
}
/// Returns the slot's assigned nodes if the root's slot assignment mode
/// is "named", or the manually assigned nodes otherwise
pub(crate) fn assigned_nodes(&self) -> Ref<'_, [Slottable]> {
Ref::map(self.assigned_nodes.borrow(), Vec::as_slice)
}
}
impl Slottable {
/// <https://dom.spec.whatwg.org/#find-a-slot>
pub(crate) fn find_a_slot(&self, open_flag: bool) -> Option<DomRoot<HTMLSlotElement>> {
// Step 1. If slottables parent is null, then return null.
let parent = self.node().GetParentNode()?;
// Step 2. Let shadow be slottables parents shadow root.
// Step 3. If shadow is null, then return null.
let shadow_root = parent
.downcast::<Element>()
.and_then(Element::shadow_root)?;
// Step 4. If the open flag is set and shadows mode is not "open", then return null.
if open_flag && shadow_root.Mode() != ShadowRootMode::Open {
return None;
}
// Step 5. If shadows slot assignment is "manual", then return the slot in shadows descendants whose
// manually assigned nodes contains slottable, if any; otherwise null.
if shadow_root.SlotAssignment() == SlotAssignmentMode::Manual {
for node in shadow_root
.upcast::<Node>()
.traverse_preorder(ShadowIncluding::No)
{
if let Some(slot) = node.downcast::<HTMLSlotElement>() {
if slot.manually_assigned_nodes.borrow().contains(self) {
return Some(DomRoot::from_ref(slot));
}
}
}
return None;
}
// Step 6. Return the first slot in tree order in shadows descendants whose
// name is slottables name, if any; otherwise null.
shadow_root.slot_for_name(&self.name())
}
/// <https://dom.spec.whatwg.org/#assign-a-slot>
pub(crate) fn assign_a_slot(&self) {
// Step 1. Let slot be the result of finding a slot with slottable.
let slot = self.find_a_slot(false);
// Step 2. If slot is non-null, then run assign slottables for slot.
if let Some(slot) = slot {
slot.assign_slottables();
}
}
fn node(&self) -> &Node {
&self.0
}
pub(crate) fn assigned_slot(&self) -> Option<DomRoot<HTMLSlotElement>> {
self.node().assigned_slot()
}
pub(crate) fn set_assigned_slot(&self, assigned_slot: Option<&HTMLSlotElement>) {
self.node().set_assigned_slot(assigned_slot);
}
pub(crate) fn set_manual_slot_assignment(
&self,
manually_assigned_slot: Option<&HTMLSlotElement>,
) {
self.node()
.set_manual_slot_assignment(manually_assigned_slot);
}
pub(crate) fn manual_slot_assignment(&self) -> Option<DomRoot<HTMLSlotElement>> {
self.node().manual_slot_assignment()
}
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"))
}
}
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,
cx: &mut js::context::JSContext,
attr: &Attr,
mutation: AttributeMutation,
) {
self.super_type()
.unwrap()
.attribute_mutated(cx, attr, mutation);
if attr.local_name() == &local_name!("name") && attr.namespace() == &ns!() {
if let Some(shadow_root) = self.containing_shadow_root() {
// Shadow roots keep a list of slot descendants, so we need to tell it
// about our name change
let old_value = match mutation {
AttributeMutation::Set(old, _) => old
.map(|value| value.to_string().into())
.unwrap_or_default(),
AttributeMutation::Removed => attr.value().to_string().into(),
};
shadow_root.unregister_slot(old_value, self);
shadow_root.register_slot(self);
}
// Changing the name might cause slot assignments to change
self.upcast::<Node>()
.GetRootNode(&GetRootNodeOptions::empty())
.assign_slottables_for_a_tree(ForceSlottableNodeReconciliation::Skip);
}
}
fn bind_to_tree(&self, cx: &mut JSContext, context: &BindContext) {
if let Some(s) = self.super_type() {
s.bind_to_tree(cx, context);
}
let was_already_in_shadow_tree = context.is_shadow_tree == IsShadowTree::Yes;
if !was_already_in_shadow_tree {
if let Some(shadow_root) = self.containing_shadow_root() {
shadow_root.register_slot(self);
}
}
}
fn unbind_from_tree(&self, context: &UnbindContext, can_gc: CanGc) {
if let Some(s) = self.super_type() {
s.unbind_from_tree(context, can_gc);
}
if !self.upcast::<Node>().is_in_a_shadow_tree() {
if let Some(old_shadow_root) = self.containing_shadow_root() {
// If we used to be in a shadow root, but aren't anymore, then unregister this slot
old_shadow_root.unregister_slot(self.Name(), self);
}
}
}
}
impl js::gc::Rootable for Slottable {}
impl js::gc::Initialize for Slottable {
#[expect(unsafe_code)]
#[cfg_attr(crown, expect(crown::unrooted_must_root))]
unsafe fn initial() -> Option<Self> {
None
}
}