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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