/* * Copyright (C) 2009 Google Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #if ENABLE(3D_CANVAS) #include "V8WebGLArray.h" #include "V8Binding.h" #include "V8Proxy.h" #include "V8WebGLByteArray.h" #include "V8WebGLFloatArray.h" #include "V8WebGLIntArray.h" #include "V8WebGLShortArray.h" #include "V8WebGLUnsignedByteArray.h" #include "V8WebGLUnsignedIntArray.h" #include "V8WebGLUnsignedShortArray.h" namespace WebCore { v8::Handle<v8::Value> toV8(WebGLArray* impl) { if (!impl) return v8::Null(); if (impl->isByteArray()) return toV8(static_cast<WebGLByteArray*>(impl)); if (impl->isFloatArray()) return toV8(static_cast<WebGLFloatArray*>(impl)); if (impl->isIntArray()) return toV8(static_cast<WebGLIntArray*>(impl)); if (impl->isShortArray()) return toV8(static_cast<WebGLShortArray*>(impl)); if (impl->isUnsignedByteArray()) return toV8(static_cast<WebGLUnsignedByteArray*>(impl)); if (impl->isUnsignedIntArray()) return toV8(static_cast<WebGLUnsignedIntArray*>(impl)); if (impl->isUnsignedShortArray()) return toV8(static_cast<WebGLUnsignedShortArray*>(impl)); return v8::Handle<v8::Value>(); } v8::Handle<v8::Value> V8WebGLArray::sliceCallback(const v8::Arguments& args) { INC_STATS("DOM.WebGLArray.slice"); // Forms: // * slice(long start, long end); WebGLArray* imp = V8WebGLArray::toNative(args.Holder()); int start, end; switch (args.Length()) { case 0: start = 0; end = imp->length(); break; case 1: start = toInt32(args[0]); end = imp->length(); break; default: start = toInt32(args[0]); end = toInt32(args[1]); } return toV8(imp->slice(start, end)); } } // namespace WebCore #endif // ENABLE(3D_CANVAS)