1 /*
2 * Copyright (C) 2009 Apple Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
6 * are met:
7 * 1. Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * 2. Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 *
13 * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
14 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
17 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 */
25
26 #include "config.h"
27
28 #if ENABLE(3D_CANVAS)
29
30 #include "JSWebGLByteArrayConstructor.h"
31
32 #include "Document.h"
33 #include "WebGLByteArray.h"
34 #include "JSWebGLArrayBuffer.h"
35 #include "JSWebGLArrayBufferConstructor.h"
36 #include "JSWebGLByteArray.h"
37 #include <runtime/Error.h>
38
39 namespace WebCore {
40
41 using namespace JSC;
42
43 const ClassInfo JSWebGLByteArrayConstructor::s_info = { "WebGLByteArrayConstructor", &JSWebGLArray::s_info, 0, 0 };
44
JSWebGLByteArrayConstructor(ExecState * exec,JSDOMGlobalObject * globalObject)45 JSWebGLByteArrayConstructor::JSWebGLByteArrayConstructor(ExecState* exec, JSDOMGlobalObject* globalObject)
46 : DOMConstructorObject(JSWebGLByteArrayConstructor::createStructure(globalObject->objectPrototype()), globalObject)
47 {
48 putDirect(exec->propertyNames().prototype, JSWebGLByteArrayPrototype::self(exec, globalObject), None);
49 putDirect(exec->propertyNames().length, jsNumber(exec, 2), ReadOnly|DontDelete|DontEnum);
50 }
51
constructCanvasByteArray(ExecState * exec,JSObject * constructor,const ArgList & args)52 static JSObject* constructCanvasByteArray(ExecState* exec, JSObject* constructor, const ArgList& args)
53 {
54 JSWebGLByteArrayConstructor* jsConstructor = static_cast<JSWebGLByteArrayConstructor*>(constructor);
55 RefPtr<WebGLByteArray> array = static_cast<WebGLByteArray*>(construct<WebGLByteArray, signed char>(exec, args).get());
56 return asObject(toJS(exec, jsConstructor->globalObject(), array.get()));
57 }
58
getConstructData(JSC::ConstructData & constructData)59 JSC::ConstructType JSWebGLByteArrayConstructor::getConstructData(JSC::ConstructData& constructData)
60 {
61 constructData.native.function = constructCanvasByteArray;
62 return ConstructTypeHost;
63 }
64
65 } // namespace WebCore
66
67 #endif // ENABLE(3D_CANVAS)
68