JSWebGLArrayBufferConstructor.cpp [plain text]
#include "config.h"
#if ENABLE(3D_CANVAS)
#include "JSWebGLArrayBufferConstructor.h"
#include "Document.h"
#include "WebGLArrayBuffer.h"
#include "JSWebGLArrayBuffer.h"
namespace WebCore {
using namespace JSC;
const ClassInfo JSWebGLArrayBufferConstructor::s_info = { "WebGLArrayBufferConstructor", 0, 0, 0 };
JSWebGLArrayBufferConstructor::JSWebGLArrayBufferConstructor(ExecState* exec, JSDOMGlobalObject* globalObject)
: DOMConstructorObject(JSWebGLArrayBufferConstructor::createStructure(globalObject->objectPrototype()), globalObject)
{
putDirect(exec->propertyNames().prototype, JSWebGLArrayBufferPrototype::self(exec, globalObject), None);
putDirect(exec->propertyNames().length, jsNumber(exec, 2), ReadOnly|DontDelete|DontEnum);
}
static JSObject* constructCanvasArrayBuffer(ExecState* exec, JSObject* constructor, const ArgList& args)
{
JSWebGLArrayBufferConstructor* jsConstructor = static_cast<JSWebGLArrayBufferConstructor*>(constructor);
unsigned int size = 0;
if (args.size() == 1) {
size = (unsigned int)args.at(0).toInt32(exec);
if (isnan(size))
size = 0;
}
return asObject(toJS(exec, jsConstructor->globalObject(), WebGLArrayBuffer::create(size)));
}
JSC::ConstructType JSWebGLArrayBufferConstructor::getConstructData(JSC::ConstructData& constructData)
{
constructData.native.function = constructCanvasArrayBuffer;
return ConstructTypeHost;
}
}
#endif // ENABLE(3D_CANVAS)