/* THIS FILE IS AUTOGENERATED FROM GamepadHapticActuator.webidl BY Codegen.py - DO NOT EDIT */

#include <type_traits>
#include "GamepadHapticActuatorBinding.h"
#include "MainThreadUtils.h"
#include "WrapperFactory.h"
#include "js/CallAndConstruct.h"
#include "js/Exception.h"
#include "js/MapAndSet.h"
#include "js/Object.h"
#include "js/PropertyAndElement.h"
#include "js/PropertyDescriptor.h"
#include "js/experimental/JitInfo.h"
#include "jsapi.h"
#include "mozilla/Atomics.h"
#include "mozilla/FloatingPoint.h"
#include "mozilla/OwningNonNull.h"
#include "mozilla/ProfilerLabels.h"
#include "mozilla/StaticPrefs_dom.h"
#include "mozilla/dom/BindingCallContext.h"
#include "mozilla/dom/BindingUtils.h"
#include "mozilla/dom/DOMJSClass.h"
#include "mozilla/dom/GamepadHapticActuator.h"
#include "mozilla/dom/NonRefcountedDOMObject.h"
#include "mozilla/dom/PrimitiveConversions.h"
#include "mozilla/dom/Promise.h"
#include "mozilla/dom/ToJSValue.h"
#include "mozilla/dom/XrayExpandoClass.h"

namespace mozilla {

namespace dom {

namespace binding_detail {}; // Just to make sure it's known as a namespace
using namespace mozilla::dom::binding_detail;


namespace binding_detail {
constexpr nsLiteralCString EnumStrings<GamepadHapticActuatorType>::Values[1];
} // namespace binding_detail

bool
ToJSValue(JSContext* aCx, GamepadHapticActuatorType aArgument, JS::MutableHandle<JS::Value> aValue)
{
  MOZ_ASSERT(uint32_t(aArgument) < std::size(binding_detail::EnumStrings<GamepadHapticActuatorType>::Values));
  JSString* resultStr =
    JS_NewStringCopyN(aCx, binding_detail::EnumStrings<GamepadHapticActuatorType>::Values[uint32_t(aArgument)].BeginReading(),
                      binding_detail::EnumStrings<GamepadHapticActuatorType>::Values[uint32_t(aArgument)].Length());
  if (!resultStr) {
    return false;
  }
  aValue.setString(resultStr);
  return true;
}


namespace GamepadHapticActuator_Binding {

MOZ_CAN_RUN_SCRIPT static bool
get_type(JSContext* cx, JS::Handle<JSObject*> obj, void* void_self, JSJitGetterCallArgs args)
{
  AUTO_PROFILER_LABEL_DYNAMIC_FAST(
    "GamepadHapticActuator", "type", DOM, cx,
    uint32_t(js::ProfilingStackFrame::Flags::STRING_TEMPLATE_GETTER) |
    uint32_t(js::ProfilingStackFrame::Flags::RELEVANT_FOR_JS));

  auto* self = static_cast<mozilla::dom::GamepadHapticActuator*>(void_self);
  GamepadHapticActuatorType result(MOZ_KnownLive(self)->Type());
  MOZ_ASSERT(!JS_IsExceptionPending(cx));
  if (!ToJSValue(cx, result, args.rval())) {
    return false;
  }
  return true;
}

static const JSJitInfo type_getterinfo = {
  { get_type },
  { prototypes::id::GamepadHapticActuator },
  { PrototypeTraits<prototypes::id::GamepadHapticActuator>::Depth },
  JSJitInfo::Getter,
  JSJitInfo::AliasEverything, /* aliasSet.  Not relevant for setters. */
  JSVAL_TYPE_STRING,  /* returnType.  Not relevant for setters. */
  false,  /* isInfallible. False in setters. */
  false,  /* isMovable.  Not relevant for setters. */
  false, /* isEliminatable.  Not relevant for setters. */
  false, /* isAlwaysInSlot.  Only relevant for getters. */
  false, /* isLazilyCachedInSlot.  Only relevant for getters. */
  false,  /* isTypedMethod.  Only relevant for methods. */
  0   /* Reserved slot index, if we're stored in a slot, else 0. */
};

MOZ_CAN_RUN_SCRIPT static bool
pulse(JSContext* cx_, JS::Handle<JSObject*> obj, void* void_self, const JSJitMethodCallArgs& args)
{
  BindingCallContext cx(cx_, "GamepadHapticActuator.pulse");
  AUTO_PROFILER_LABEL_DYNAMIC_FAST(
    "GamepadHapticActuator", "pulse", DOM, cx,
    uint32_t(js::ProfilingStackFrame::Flags::STRING_TEMPLATE_METHOD) |
    uint32_t(js::ProfilingStackFrame::Flags::RELEVANT_FOR_JS));

  auto* self = static_cast<mozilla::dom::GamepadHapticActuator*>(void_self);
  if (!args.requireAtLeast(cx, "GamepadHapticActuator.pulse", 2)) {
    return false;
  }
  double arg0;
  if (!ValueToPrimitive<double, eDefault>(cx, args[0], "Argument 1", &arg0)) {
    return false;
  } else if (!std::isfinite(arg0)) {
    cx.ThrowErrorMessage<MSG_NOT_FINITE>("Argument 1");
    return false;
  }
  double arg1;
  if (!ValueToPrimitive<double, eDefault>(cx, args[1], "Argument 2", &arg1)) {
    return false;
  } else if (!std::isfinite(arg1)) {
    cx.ThrowErrorMessage<MSG_NOT_FINITE>("Argument 2");
    return false;
  }
  FastErrorResult rv;
  auto result(StrongOrRawPtr<Promise>(MOZ_KnownLive(self)->Pulse(arg0, arg1, rv)));
  if (MOZ_UNLIKELY(rv.MaybeSetPendingException(cx, "GamepadHapticActuator.pulse"))) {
    return false;
  }
  MOZ_ASSERT(!JS_IsExceptionPending(cx));
  static_assert(!std::is_pointer_v<decltype(result)>,
                "NewObject implies that we need to keep the object alive with a strong reference.");
  if (!ToJSValue(cx, result, args.rval())) {
    return false;
  }
  return true;
}

MOZ_CAN_RUN_SCRIPT static bool
pulse_promiseWrapper(JSContext* cx, JS::Handle<JSObject*> obj, void* void_self, const JSJitMethodCallArgs& args)
{
  bool ok = pulse(cx, obj, void_self, args);
  if (ok) {
    return true;
  }
  return ConvertExceptionToPromise(cx, args.rval());
}

static const JSJitInfo pulse_methodinfo = {
  { (JSJitGetterOp)pulse_promiseWrapper },
  { prototypes::id::GamepadHapticActuator },
  { PrototypeTraits<prototypes::id::GamepadHapticActuator>::Depth },
  JSJitInfo::Method,
  JSJitInfo::AliasEverything, /* aliasSet.  Not relevant for setters. */
  JSVAL_TYPE_OBJECT,  /* returnType.  Not relevant for setters. */
  false,  /* isInfallible. False in setters. */
  false,  /* isMovable.  Not relevant for setters. */
  false, /* isEliminatable.  Not relevant for setters. */
  false, /* isAlwaysInSlot.  Only relevant for getters. */
  false, /* isLazilyCachedInSlot.  Only relevant for getters. */
  false,  /* isTypedMethod.  Only relevant for methods. */
  0   /* Reserved slot index, if we're stored in a slot, else 0. */
};

static void
_finalize(JS::GCContext* gcx, JSObject* obj)
{
  mozilla::dom::GamepadHapticActuator* self = UnwrapPossiblyNotInitializedDOMObject<mozilla::dom::GamepadHapticActuator>(obj);
  if (self) {
    JS::SetReservedSlot(obj, DOM_OBJECT_SLOT, JS::UndefinedValue());
    ClearWrapper(self, self, obj);
    if (size_t mallocBytes = BindingJSObjectMallocBytes(self)) {
      JS::RemoveAssociatedMemory(obj, mallocBytes,
                                 JS::MemoryUse::DOMBinding);
    }
    AddForDeferredFinalization<mozilla::dom::GamepadHapticActuator>(self);
  }
}

MOZ_GLOBINIT static const JSFunctionSpec sMethods_specs[] = {
  JS_FNSPEC("pulse", (GenericMethod<NormalThisPolicy, ConvertExceptionsToPromises>), reinterpret_cast<const JSJitInfo*>(&pulse_methodinfo), 2, JSPROP_ENUMERATE, nullptr),
  JS_FS_END
};


static const Prefable<const JSFunctionSpec> sMethods[] = {
  { nullptr, &sMethods_specs[0] },
  { nullptr, nullptr }
};

static_assert(1 <= 1ull << NUM_BITS_PROPERTY_INFO_PREF_INDEX,
    "We have a prefable index that is >= (1 << NUM_BITS_PROPERTY_INFO_PREF_INDEX)");
static_assert(1 <= 1ull << NUM_BITS_PROPERTY_INFO_SPEC_INDEX,
    "We have a spec index that is >= (1 << NUM_BITS_PROPERTY_INFO_SPEC_INDEX)");

MOZ_GLOBINIT static const JSPropertySpec sAttributes_specs[] = {
  JSPropertySpec::nativeAccessors("type", JSPROP_ENUMERATE, GenericGetter<NormalThisPolicy, ThrowExceptions>, &type_getterinfo, nullptr, nullptr),
  JS_PS_END
};


static const Prefable<const JSPropertySpec> sAttributes[] = {
  { nullptr, &sAttributes_specs[0] },
  { nullptr, nullptr }
};

static_assert(1 <= 1ull << NUM_BITS_PROPERTY_INFO_PREF_INDEX,
    "We have a prefable index that is >= (1 << NUM_BITS_PROPERTY_INFO_PREF_INDEX)");
static_assert(1 <= 1ull << NUM_BITS_PROPERTY_INFO_SPEC_INDEX,
    "We have a spec index that is >= (1 << NUM_BITS_PROPERTY_INFO_SPEC_INDEX)");


static uint16_t sNativeProperties_sortedPropertyIndices[2];
static PropertyInfo sNativeProperties_propertyInfos[2];

static const NativePropertiesN<2> sNativeProperties = {
  false, 0,
  false, 0,
  true,  0 /* sMethods */,
  true,  1 /* sAttributes */,
  false, 0,
  false, 0,
  false, 0,
  -1,
  2,
  sNativeProperties_sortedPropertyIndices,
  {
    { sMethods, &sNativeProperties_propertyInfos[0] },
    { sAttributes, &sNativeProperties_propertyInfos[1] }
  }
};
static_assert(2 < 1ull << (CHAR_BIT * sizeof(sNativeProperties.propertyInfoCount)),
    "We have a property info count that is oversized");

bool sNativePropertiesInited = false;
const NativePropertyHooks sNativePropertyHooks = {
  nullptr,
  { sNativeProperties.Upcast(), nullptr, &sNativePropertiesInited },
  prototypes::id::GamepadHapticActuator,
  constructors::id::GamepadHapticActuator,
  &DefaultXrayExpandoObjectClass
};

static const DOMInterfaceInfo sInterfaceObjectInfo = {
  { ThrowingConstructor, &sNativePropertyHooks },
  JS::GetRealmFunctionPrototypeHandle,
  PrototypeTraits<prototypes::id::GamepadHapticActuator>::Depth,
  prototypes::id::GamepadHapticActuator,
  true,
  0,
  "GamepadHapticActuator",
};

static const DOMIfaceAndProtoJSClass sPrototypeClass = {
  {
    "GamepadHapticActuatorPrototype",
    JSCLASS_IS_DOMIFACEANDPROTOJSCLASS | JSCLASS_HAS_RESERVED_SLOTS(DOM_INTERFACE_PROTO_SLOTS_BASE),
    JS_NULL_CLASS_OPS,
    JS_NULL_CLASS_SPEC,
    JS_NULL_CLASS_EXT,
    JS_NULL_OBJECT_OPS
  },
  eInterfacePrototype,
  prototypes::id::GamepadHapticActuator,
  PrototypeTraits<prototypes::id::GamepadHapticActuator>::Depth,
  &sNativePropertyHooks,
  JS::GetRealmObjectPrototype
};

bool
ConstructorEnabled(JSContext* aCx, JS::Handle<JSObject*> aObj)
{
  return StaticPrefs::dom_gamepad_extensions_enabled();
}

static JS::Handle<JSObject*>
GetProtoObjectHandle(JSContext* aCx);

static const JSClassOps sClassOps = {
  nullptr,               /* addProperty */
  nullptr,               /* delProperty */
  nullptr,               /* enumerate */
  nullptr, /* newEnumerate */
  nullptr, /* resolve */
  nullptr, /* mayResolve */
  _finalize, /* finalize */
  nullptr, /* call */
  nullptr,               /* construct */
  nullptr, /* trace */
};

static const DOMJSClass sClass = {
  { "GamepadHapticActuator",
    JSCLASS_IS_DOMJSCLASS | JSCLASS_FOREGROUND_FINALIZE | JSCLASS_HAS_RESERVED_SLOTS(1) | JSCLASS_PRESERVES_WRAPPER,
    &sClassOps,
    JS_NULL_CLASS_SPEC,
    &NativeTypeHelpers<mozilla::dom::GamepadHapticActuator>::sClassExtension,
    JS_NULL_OBJECT_OPS
  },
  { prototypes::id::GamepadHapticActuator, prototypes::id::_ID_Count, prototypes::id::_ID_Count, prototypes::id::_ID_Count, prototypes::id::_ID_Count, prototypes::id::_ID_Count, prototypes::id::_ID_Count, prototypes::id::_ID_Count },
  std::is_base_of_v<nsISupports, mozilla::dom::GamepadHapticActuator>,
  &sNativePropertyHooks,
  FindAssociatedGlobalForNative<mozilla::dom::GamepadHapticActuator>::Get,
  GetProtoObjectHandle,
  GetCCParticipant<mozilla::dom::GamepadHapticActuator>::Get(),
  nullptr,
  NativeTypeHelpers<mozilla::dom::GamepadHapticActuator>::GetWrapperCache
};
static_assert(1 == DOM_INSTANCE_RESERVED_SLOTS,
              "Must have the right minimal number of reserved slots.");
static_assert(1 >= 1,
              "Must have enough reserved slots.");

bool
Wrap(JSContext* aCx, mozilla::dom::GamepadHapticActuator* aObject, nsWrapperCache* aCache, JS::Handle<JSObject*> aGivenProto, JS::MutableHandle<JSObject*> aReflector)
{
  static_assert(!std::is_base_of_v<NonRefcountedDOMObject, mozilla::dom::GamepadHapticActuator>,
                "Shouldn't have wrappercached things that are not refcounted.");
  static_assert(std::is_same_v<decltype(aObject), mozilla::dom::GamepadHapticActuator*>);
  MOZ_ASSERT(ToSupportsIsCorrect(aObject));
  MOZ_ASSERT_IF(aGivenProto, js::IsObjectInContextCompartment(aGivenProto, aCx));
  MOZ_ASSERT(!aCache->GetWrapper(),
             "You should probably not be using Wrap() directly; use "
             "GetOrCreateDOMReflector instead");

  MOZ_ASSERT(ToSupportsIsOnPrimaryInheritanceChain(aObject, aCache),
             "nsISupports must be on our primary inheritance chain");

  // If the wrapper cache contains a dead reflector then finalize that
  // now, ensuring that the finalizer for the old reflector always
  // runs before the new reflector is created and attached. This
  // avoids the awkward situation where there are multiple reflector
  // objects that contain pointers to the same native.

  if (JSObject* oldReflector = aCache->GetWrapperMaybeDead()) {
    _finalize(nullptr /* unused */, oldReflector);
    MOZ_ASSERT(!aCache->GetWrapperMaybeDead());
  }

  JS::Rooted<JSObject*> global(aCx, FindAssociatedGlobal(aCx, aObject->GetParentObject()));
  if (!global) {
    return false;
  }
  MOZ_ASSERT(JS_IsGlobalObject(global));
  JS::AssertObjectIsNotGray(global);

  // That might have ended up wrapping us already, due to the wonders
  // of XBL.  Check for that, and bail out as needed.
  aReflector.set(aCache->GetWrapper());
  if (aReflector) {
#ifdef DEBUG
    AssertReflectorHasGivenProto(aCx, aReflector, aGivenProto);
#endif // DEBUG
    return true;
  }

  JSAutoRealm ar(aCx, global);
  JS::Handle<JSObject*> canonicalProto = GetProtoObjectHandle(aCx);
  if (!canonicalProto) {
    return false;
  }
  JS::Rooted<JSObject*> proto(aCx);
  if (aGivenProto) {
    proto = aGivenProto;
    // Unfortunately, while aGivenProto was in the compartment of aCx
    // coming in, we changed compartments to that of "parent" so may need
    // to wrap the proto here.
    if (js::GetContextCompartment(aCx) != JS::GetCompartment(proto)) {
      if (!JS_WrapObject(aCx, &proto)) {
        return false;
      }
    }
  } else {
    proto = canonicalProto;
  }

  BindingJSObjectCreator<mozilla::dom::GamepadHapticActuator> creator(aCx);
  creator.CreateObject(aCx, sClass.ToJSClass(), proto, aObject, aReflector);
  if (!aReflector) {
    return false;
  }

  aCache->SetWrapper(aReflector);
  creator.InitializationSucceeded();

  MOZ_ASSERT(aCache->GetWrapperPreserveColor() &&
             aCache->GetWrapperPreserveColor() == aReflector);
  // If proto != canonicalProto, we have to preserve our wrapper;
  // otherwise we won't be able to properly recreate it later, since
  // we won't know what proto to use.  Note that we don't check
  // aGivenProto here, since it's entirely possible (and even
  // somewhat common) to have a non-null aGivenProto which is the
  // same as canonicalProto.
  if (proto != canonicalProto) {
    PreserveWrapper(aObject);
  }

  return true;
}

void
CreateInterfaceObjects(JSContext* aCx, JS::Handle<JSObject*> aGlobal, ProtoAndIfaceCache& aProtoAndIfaceCache, DefineInterfaceProperty aDefineOnGlobal)
{
  JS::Heap<JSObject*>* protoCache = &aProtoAndIfaceCache.EntrySlotOrCreate(prototypes::id::GamepadHapticActuator);
  JS::Heap<JSObject*>* interfaceCache = &aProtoAndIfaceCache.EntrySlotOrCreate(constructors::id::GamepadHapticActuator);

  JS::Handle<JSObject*> parentProto(JS::GetRealmObjectPrototypeHandle(aCx));
  if (!parentProto) {
    return;
  }

  JS::Handle<JSObject*> constructorProto(JS::GetRealmFunctionPrototypeHandle(aCx));
  if (!constructorProto) {
    return;
  }

  dom::CreateInterfaceObjects(aCx, aGlobal, parentProto,
                              &sPrototypeClass, protoCache,
                              constructorProto, &sInterfaceObjectInfo, 0, false, Span<const LegacyFactoryFunction, 0>{},
                              interfaceCache,
                              sNativeProperties.Upcast(),
                              nullptr,
                              "GamepadHapticActuator",
                              ShouldExpose<GamepadHapticActuator_Binding::ConstructorEnabled>(aCx, aGlobal, aDefineOnGlobal),
                              nullptr,
                              false,
                              nullptr);
}

static JS::Handle<JSObject*>
GetProtoObjectHandle(JSContext* aCx)
{
  /* Get the interface prototype object for this class.  This will create the
     object as needed. */
  return GetPerInterfaceObjectHandle(aCx, prototypes::id::GamepadHapticActuator,
                                     &CreateInterfaceObjects,
                                     DefineInterfaceProperty::CheckExposure);

}

JS::Handle<JSObject*>
GetConstructorObjectHandle(JSContext* aCx)
{
  /* Get the interface object for this class.  This will create the object as
     needed. */

  return GetPerInterfaceObjectHandle(aCx, constructors::id::GamepadHapticActuator,
                                     &CreateInterfaceObjects,
                                     DefineInterfaceProperty::CheckExposure);
}

} // namespace GamepadHapticActuator_Binding



} // namespace dom


} // namespace mozilla
