/* * Copyright (c) 2021, Linus Groh * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include #include namespace JS { Object* promise_resolve(GlobalObject&, Object& constructor, Value); class Promise final : public Object { JS_OBJECT(Promise, Object); public: enum class State { Pending, Fulfilled, Rejected, }; enum class RejectionOperation { Reject, Handle, }; static Promise* create(GlobalObject&); explicit Promise(Object& prototype); virtual ~Promise() = default; State state() const { return m_state; } Value result() const { return m_result; } struct ResolvingFunctions { FunctionObject& resolve; FunctionObject& reject; }; ResolvingFunctions create_resolving_functions(); Value fulfill(Value value); Value reject(Value reason); Value perform_then(Value on_fulfilled, Value on_rejected, Optional result_capability); private: virtual void visit_edges(Visitor&) override; bool is_settled() const { return m_state == State::Fulfilled || m_state == State::Rejected; } void trigger_reactions() const; State m_state { State::Pending }; Value m_result; Vector m_fulfill_reactions; Vector m_reject_reactions; bool m_is_handled { false }; }; }